8 COO
DOG SWAMP
NEWS ft POST OFFICE
TERTAINMENT MAG AZIN
Past, Present & Future
includina OUAKE 2
9 771 326 5 64002
DARK REIGN GIVEAWAY
Special price
this issue
AUSTRALIAN
PIUS GAMES CD ROM
R€IGN
/or Id’ Domination
ustraiigikStylG
■Mk —
TlHlTnlTiTiEllI
^BfflpTnche 3
• Redneck Rampage
•Blood
WIN COPIES!
DEREK SMART
Why the Battlecruiser
guy is so angry
REDNECK RA|/I PAGE
Beavis & Butthead
X-COM 3
You Don’t Know Jack: Movies
Realms of the Haunting
LOTUS. . .
bad ... sexy ... bitch
WANNA PLAY?
IpfiBTpilPPfiT
ALSO AVAILABLE PC CO ROM
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A R N I l\l G
METRO GAMES UNLEASHES THE SECRET OF
HE JEDI MIND TRICK TO RETAILERS AND CONSUMERS!
customers “What’s the hottest game around, Ken?"
retailer: “You need the latest from LucasArts Luke!”
customer: “I need the latest from LucasArts Ken! Show me what you’ve got!”
Af ABOUT TO Vtm _
Feel the retail Force oF the new range oF LucasArts Titles that are
now available From Metro Games (03) 9329 2999
™ & © 1997 Lucasfilm Ltd. All rights reserved. Used under authorisation.
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Hide units behind hills or in dense forests.
Climb to higher terrain to improve your view of
surrounding territory. Realistic terrain dynamically
affects unit movement, so units move faster
downhill and slower through swamps.
PLflY€R“CDNT'RDLLflEL€
Unit -HI
Determine each unit's behaviour in combat.
Place a unit on sentry duty, have it harass the
enemy, or send it on a suicide mission.
Set waypoints to launch simultaneous attacks
on multiple fronts.
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■Revolutionary Features
Create your own maps and missions with
the advanced construction kit.
Create multiplayer alliances on the Internet by
sharing resources, units and intelligence.
Other features include gigantic playing maps
and never-before-seen units.
Proudly Distributed by
ROADSHOW
V INTERACTIVE
Visit the Village www.village.com.au
flUMn
YET TDK CLASSIFY BY
THE OFFICE OF RIM
» LITERATURE
CLASSIFICATION.
Activision is a registered trademark and Dark Reign: The Future of war is a trademark of
Activision, Inc. 01997 Activision, Inc. All rights reserved All other trademarks and trade
names are the properties of their respective owners
Editor: Ben Mansill ben@next.com.au
Deputy Editor: Gareth jones gareth@next.com.au
Art Director: Malcolm Campbell malcolm@next.com.au
Contributors: David Wildgoose, George Soropos,
Ashton Mills, Peter Sharpe, Maj. Ian Lindgren,
Daniel Cohen, Simon “Groo” Gruer, Justin Searchfield
Cover art: Jacob Hutson
Technical writers: Jere Lawrence, Garry Wallis
US Correspondant: Steven Dale Greenlee
UK Correspondant: Derek dela Fuente
CD Editor: Harry Maragos
Photographer: Scott Wajon
Quake Server guy: Richie
Cheerupperer: Reagan Wedd
ADVERTISING
National Sales Director: Steve Watson steve@next.com.au
Advertising Manager: Julie-Ann Kwok julie@next.com.au
Production Co-ordinator: Emma Beck emma@next.com.au
Phone: (02) 9310 1433
Fax: (02) 9310 2012
Victorian Ad Manager: Joanne Lockart joanne@next.com.au
Phone: (03) 9529 7011
Circulation Manager: Paul Cox paul@next.com.au
Publishing Assistant: Melissa Doyle metissa@next.com.au
Accountant: Theo Fatseas theo@next.com.au
SUBSCRIPTIONS
Subscriptions enquiries: Rachel Pirie
Phone: (02) 9310 1433
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What we’re playing: MOO 2 (network), X-Wing vs. TIE,
Comanche 3, GLQuake, FIFA 97, Civnet, Dark Reign,
Deathmatch Quake, Suikoden.
Editorial
his is the time of year that gamers look forward to least. The couple
of months leading up to E3 traditionally mean no major game
releases, as the publishers hold all their good stuff back to (hopeful-
ly) blow away the competition at the mecca of gaming that is E3. No more.
^ g ames industry is now huge enough for these companies to have
I / j / 1 good games on the market now, as well as keeping the special stuff in
\ ( Sn l f 1 I reserve for the show. Savvy marketing types have also figured out that this
1 ' 111 quiet time is a great opportunity to get attention for their games that
wouldn’t ordinarily be forthcoming. Unfortunately for them, most marketing types worked this
one out simultaneously... So, lots of games and good ones too.
Like Dark Reign. It’s Australian, it’s absolutely bloody fantastic and it’s going to be huge. Or
Redneck Rampage. Sure, Funny Doom isn’t going to last on your hard drive as long as the
proper stuff, but while it’s there you'll love it. Some addictive and deep sci-fi strategy games
came from nowhere too. Star Command, Imperium Galactica and Into The Void are here to
save us from the fearful possibility of having only Master of Orion for another year.
Still, as rich as this month’s games are, next month is E3 in Atlanta and the games and tech-
nology that will be revealed for the first time will be incredible. I'll be there, so make sure you
don't miss next month’s PC PowerPlay for the dirt on what you'll be playing/looking forward to
for the next 12 months.
Oh, you may have heard something of Carmageddon lately. It’s a racing game in a city envi-
ronment. That means pedestrians, and being a computer game, you know what to expect when
you run them down: red pixels. Unfortunately for Carmageddon, it came to the attention of the
radio talkback blokes in the middle of “Road Rage week” which made it... a Road Rage Game.
Oh dear... The end result is that we’ll probably get the diluted version. Us and Germany. The
rest of the world, operating under more realistic censorship guidelines, will be playing the nor-
mal version. Lucky us eh. Oh well, look on the bright side. Australia and Germany can watch in
safety as the free world degenerates into anarchy, as gamers, their minds corrupted by this evil
computer game, take to the streets for real and road rage civilisation itself to destruction. Don’t
laugh, it could happen, I heard some talkback guy say so...
Ben
The PC PowerPlay scoring system
90%+ A classic. Either an unquestionable example of superiority within its genre, or a
Aground breaking game that’ll be setting trends.
80-90% A strong, eminently platable game. Hard to fault and likely to still be on the
hard drive in 6 months time.
60-80% Competant and generally enjoyable. Flaws or mediocrity hold these games
back from higher ratings.
40-60% Average and ordinary. Not bad, not good. Ideal gift
0-40% Bad, really bad. Boring, shamelessly unoriginal, cheap and horrible
P 6
contents
CD GUIDE 8
Another month of hard gaming brought to you by PC PowerPlay. Here’s
help with making it all happen and getting the most out of the Cover CD.
NEWS 13
Australia’s biggest ever multiplayer deathmatch tournament, TEN and
Multiplay sign a deal to bring you the best games online, does Intel’s Pentium
II bug affect gamers? Plus all the gaming news from the U.S. and U.K.
SUBSCRIBE 18
The best prizes to win and the best way to get PowerPlay. It’s the best.
INTERVIEW: DEREK SMART _22
The creator of Battle Cruiser 3000AD speaks exclu-
sively with PC PowerPlay about the most controversial
game of all time.
PREVIEWS 26
Flying Saucer, Myth, Atlantis, X-Car, Duck man, Age
of Empires, Relentless 2, Chasm.
AURAN: INSIDE DARK REIGN J6
We visit the Australian team that’s got the gaming world's attention.
REVIEWS
• Dark Reign
•Comanche 3
•Redneck
•Impenum
Galactica
•Star Command
Conflict
•Wipeout 2097
•Callahan’s
Grosstime Saloon
•Sentient
•Into the Void
•3D Mini Golf
•C&C for WIN 95
•You Don’t Know
Jack: MOVIES
•Shivers 2
•NBA JAM
•Vegas Games
• Lunatics
BENCHTEST: MODEMS
74
Not all modem's are created equal. Our
major test and buyer’s guide uncovers
the best buys as well as the hardware
to avoid.
FEATURE: DOOM CLONES
82
The past, present and future of the most exciting game genre of them all.
Quake 2 previewed!
3D TECHNEWS
88
Flying Nightmares 2 is the first game we’ve seen that can rightly be called
“photo-realistic”. Welcome to the new era in gaming.
90
TECH FEATURE: HOME VIDEO CONFERENCING
Is the future here already? Or is this technology asking too much of
limited bandwidth?
HOTWARE
94
Dell’s kickass main machine put through its paces, the Hercules Stingray
128/3D - we liked this 3Dfx Voodoo Rush card so much we bought one, NEC
monitors - bloody expensive, bloody nice, plus all the latest in sexy hardware.
DIVERSIONS
98
Interactive Henry Rollins, the Romeo and Juliet multimedia CD and a guitar
tutor CD that actually makes sense.
102
TECH.TXT
Running a ninja PC through a cheap ‘n’ horrible monitor ought
to be a crime. We look at the current state of monitor technology
and preview future systems.
SETUP
104
A smart bloke we found who doesn’t mind answering your hard technical
questions.
ORACLE 106
A patient bloke who cares enough to help you with tricky games.
CODE 109
Cheat codes for the completely inept.
WEBSTALK 111_
C&C: Red Alert on the net. All the cheats, editors and
addons you can handle.
LETTERS
Articulate readers concerned about important stuff.
FLASHBACK 114
David Wildgoose lapses into a massive nostalgia overload.
GUIDE
The games people play. Now you can too.
■—
Wir»95
Redneck Rampage
Cavewars
Ever had the desire to carefully plot the annihi-
lation of other sentient species? Then cheer on
with Avalon Hill’s new strategy game that
allows you to mercilessly crush up to four
other players in an unusual underground envi-
ronment. Offering an excellent strategic chal-
lenge, cavewars is like a big version of 3D
chess with more killing and maiming!
System requirements : Pentium, 16Mb RAM,
Soundcard.This application is controlled with
the mouse.
IUB
Blam Machinehead \q§E\
BLAM! Machinehead from Core Design, is a 3D
shoot-’em-up, not too dissimilar to Doom etc,
whereby the player controls a character riding on
a flying bomb! Equipped with a vast amount of
PCteof^
E2S
A classic tale of alien livestock abduction!
Leonard and Bubba are two good-ol' boys from
the backwoods of Arkansas who have a score to
settle with some low-down, dirty space aliens.
It seems these ornery extra-terrestrials made off
with their prize pig, Bessie. Now they’re fixin’
to find out what happens when you separate a
man from his sow. So ride shotgun with our
two unlikely heroes as they go on the rampage,
searching high and low for Bessie and stomp-
ing on anything that gets in their way!
Forward = UP ARROW
Backward = DOWN ARROW
Left = LEFT ARROW
Right = RIGHT ARROW
Strafe = L-ALT or R-ALT
Fire = L-CTRL or R-CTRL
Fire Shotgun ( Both Barrels) = Hold Down L-
CTRLor R-CTRL
Open = SPACE
Run = L-SHIFTor R-SHIFT
Haul-Ass - CAPSLOCK
Jump = A or /
Crouch = Z
Look Up = PGUP or KEYPAD 9
Look Down = PGDN or KEYPAD 3
Look Left = INS or KEYPAD o
Look Right = DEL or KEYPAD .
Strafe Left = ,
Strafe Right = .
Aim Up = HOME or KEYPAD 7
Aim Down = END or KEYPAD 1
Center View = KEYPAD 5
Turn Around = BACKSPACE
Map = TAB
Map Follow Mode =* F
Mouse Aiming = U
Crosshair = I
Increase/ Decrease Screen = +/-
Drink Whisky - W
Drink Moonshine - M
Eat A Moonpie = O
Drink Some Beer = B
Inventory = [ or ]
1 = Crowbar
2 = .454 Pistol - great for long range shooting
3 = Shotgun - Hold the fire key down to shoot
both barrels at once!
4 = Dynamite - Perfect for blowing things up
Win 95
Running the Powerplay CD under Win 95 is
best. All the games will appear on the
menu and run , whether Win 95 or DOS.
CLICK ON THE POWER WIN ICON
DOS
Around half the games are DOS. The
Powerplay DOS menu will only show DOS
games
TYPE PCPOWER AT THE CD PROMPT
[PRORABLY 0:)
Win 3 . lx
Some games will run under Win3. lx. The
Powerplay menu won't work under
Win3. lx, so run them straight from the CD
with File Manager
RUN STRAIGHT FROM CD
DOS
Beavis and Butthead
It's 3 mini games in one, and you take the
part of either Beavis or Butthead through
their journeys, either hocking a loogie on
passers- by, throwing tennis balls at tennis
players, or catching junk food from an aban-
doned building. Simple, and eminently silly,
but plenty of fun. Tee-pees for your butthole
not included.
System requirements 486/DX/33 minimum, 2X
CD, 8MB RAM, Win 95, Mouse
This game is controlled with the mouse.
weaponry, the basic aim of the game is
to progress to the end of a level, by
destroying as many objects as possible.
This game supports a
Joystick/Gamepad/Mouse
Bustamove 2 [55H
Prepare yourself for one of the best
puzzle games ever to be created.
We’re talking highly, highly addictive.
Like all addictive games, the object is
simple: fire balloons at groups of
other balloons the same colour and
make them fall until they’re all elimi-
nated. The demo actually lets you
play through a fair amount of the
the question is, will you be able to stop!
System requirements : 486, 16Mb
RAM, Soundcard.
This application is controlled with the
mouse.
Atomic Bomberman
The smash hit console game
Bomberman is now ready to ahem,
explode onto the PC. Exclaimed by
many as the finest multiplayer game
yet the PC version will allow up to 10-
players simultaneously. Bomberman
features deadly power-ups, in a race
against the clock to blow your oppo-
nents to smithereens. Play it with
your family!
System requirements : Pentium,
16Mb RAM, Soundcard, Windows 95
This game supports a
Joystick/gamepad/ mouse.
Star Command jbos]
Star Command: Revolution is a real-
time space strategy game where you
explore space, gather resources, build
units and then fight your way across
the galaxy. You can play as one of four
races. Make sure you do the tutorial!
System requirements : 486, 16Mb
RAM, Soundcard.
This game is controlled with the
mouse.
Space = centers main view screen on
currently selected unit
Enter = centers main view screen on
Mothership
Arrow Keys = scroll main view screen
F1-F4 = load saved unit selections
Fg = toggle speed
L = center on and select the last piece
you built
H = halt all selected units
CTRL+left click = destroy
friendly station
SHITHeft click = toggle
add/subtract from group select
Alt+ (Player Number) = your
units will not harm that play-
er/your healers will help them
Street Racer l^oll
Rev up and go ballistic with
Street Racer, the action-packed
animated cartoony road race that’s an
unashamed Mario kart clone but it’s
fun! Featuring fully 3-D animated
landscapes. There’s many different
opponents with different personali-
ties to contend with.
System requirements : Pentium,
16Mb RAM, Soundcard.
This game supports a
Joystick/Gamepad.
Realms of the HauntiV
Realms of the haunting isn’t just a
first person shooter with stunning
graphics. It’s actually an adventure too!
Picking up the gun allows you to kill
the evil inside the house, but remem-
ber to pick everything else up as well.
You have to use the objects you find to
reveal new areas of the house.
Up = Forward
Down = Backward
Left = Turn left
Right = turn right
< = Strafe left
> = Strafe right
Page Up = Look up
Page Down = Look up and down.
Home/ End = Set viewing angle tilt.
CTRL = Fire weapon or punch if no
weapon is selected.
Caps Lock = Run Mode on/off.
A = Jump.
Z = Crouch.
H = Displays mouse/keyboard functions.
/ = Brings up the Inventory Menu.
Destruction Derby 2 fpos
With Psygnosis' new commitment to
the PC, more and more Sony
Playstation games are being converted
over. Destruction Derby 2 is the latest
to reach the PC. With massive spills,
damage, and deliberate destruction,
you’ll never need to road rage again.
System requirements : Pentium,
16Mb RAM, Soundcard.
This game supports a
Joystick/Gamepad/Mouse.
Blue Ice [dqIi
In the frozen landscape of Icia where
there is no place for the joy of living
and freedom anymore. You begin the
journey that is to not save, but enlight-
en Edward LCCXII to the beauty of the
world and teach him how to feel sensa-
tions. A compellingly different adven-
ture that also contains puzzles that will
challenge the strongest minds within a
thoroughly artistic environment.
System requirements : 486, 16Mb
RAM, Win 95, Soundcard.
This application is controlled with the
mouse.
DeathDrome
It’s the near future, and hard core
criminals are turned into sacrifices
for the viewing population, did some-
one say “Running man”? Thrown
into an arena on a tron like bike it’s a
duel to the death. Lot’s of weapon
powerups, explosions and multiple
arenas to race around. Big fun.
System requirements : Pentium,
16Mb RAM, Soundcard. Windows
95, Direct X
This game supports a Joystick/
gamepad.
Controls:
Up = forward
Down = Brake / reverse
Left = Turn left
Right = Turn Right
Look left = E
Look right = R
View behind = A
Fire = Alt
Toggle weapon = Shift
Jump = Space
Barrier = Control
Taunt = T
Flight Unlimited for
Win 95 [winej]
Flight Unlimited has always been the
most visually impressive of the Flight
Simulators. With plenty of global loca-
tions and things to do, the physics in
this simulator are so complex, there’s
even thermal lift between mountains.
This demo limits you to one plane,
but enjoy the view.
System requirements : Pentium,
16Mb RAM, Soundcard, Windows
95, Direct X
This game supports a Joystick/
Gamepad.
JETFIGHTERm
TAKE 2 INTERACTIVE
MISSION STUDIOS
JETFIGHTER III
ENHANCED CAMPAIGN CD
Exclusively Distributed By
Directsoft Australia Pty Ltd
P.O. Box 658. Wahroonga NSW 2076
Phone:(02) 9482 3455 Fax:(02) 9482 3650
Email: dsoft@magna.com.au
All trademarks are the property of their
respeclive trademark owners.
CD GUIDE
continued^
Meat Puppet [ win9 ^
In this micro-mission of Meat Puppet, Lotos
(that’s you) is trapped in the Eugenics Clinics.
While there, her digital partner, Dumaine, dis-
covers that the Clinics has lost a valuable piece
of technology in the sewers that connect to the
Clinics themselves. Obtain the missing technol-
ogy to complete the mission. Along the way, col-
lect flame thrower and nerve gas upgrades. Most
creatures avoid the well-armed assassin. s
System requirements : Pentium, 16Mb RAM,
Soundcard, Windows 95, Direct X
This game supports a Joystick/Gamepad/Mouse
Jetfighter 3 iesU
Following on from the very successful Jetfighter
1 and 2, Jetfighter 3 has you in control of an F-18
or an F22 Lightning. Still as easy to play as the
previous Jetfighter games, you’re going to need
some beefy hardware to turn all the graphical
frilly bits on.
System requirements : Pentium, 16Mb RAM,
Soundcard.
This game supports a Joystick/Gamepad.
NBA Jam Extreme for
Windows 95 r p ^ r wln9 ^l
Following on from the success of NBA Jam.
NBA Jam Extreme utilises fully 3 Dimensional
objects to represent the players. They look good
to! Defmtiely faster then the Dos version, the
Windows 95 version utilises Direct X, but with-
out and 3D acceleration.
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
This game supports Joystick/Gamepad control only.
Pandemonium jpQsl ^Win95]
Pandemonium looks to be a very hot title
Noir |pbsl ^jn95]
Sit back, dull the lights, freshen the air with stale
cigarette smells and allow the full moon to dimly
light your surroundings. Watch the rolling demo
of Noir, and soak up all the ambience.
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
indeed. Sort of like Crash
Bandicoot for the Sony
playstation, it features fully 3
dimensional objects, yet you
run around a series of plat-
forms like the ol’ days of gam-
ing. A fantastic mix of modern
3D and platform nostalgia.
3Dfx owners, you’re in for a
big surprise, your card is fully
supported and it looks FAN-
TASTIC! (3Dfx screenshots
only displayed).
System requirements :
Pentium, 16Mb RAM, Win 95,
Soundcard.
This game supports a
j oystick/Gamepad
Once you start the game, you can alter certain
parameters from the game menu by pressing the
ESCAPE key. The options are:
Adjust sound and music volumes ,
Change keyboard controls.
Change joystick button controls, or
Alter performance parameters (nonsDfx only).
SimPark lS2Slfe2£J
SimPark allows you to create and run your own
nature parks. With over 130 plant and animal
species to choose from, you have to manage the
flora and fauna making sure each fit right with-
in each ecosystem. Each species has unique fea-
tures and you will find that attracting human
visitors can really change the scenery.
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
This application is controlled with the mouse.
Test Drive Off Roadlssllfesll
Remember the days of Test Drive when you
could jump in the supercars of the time and go
for a race up the winding roads of a mountain.
Well in Test Drive Off Road, forget the windy
roads and just scale the mountain! This demo
only gives you one course and 4 vehicles, but
with crisp clear graphics and the ability to roll
over any terrain, it’s like Monster truck madness
in a suit and tie!
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
This game supports a Joystick/Gamepad.
Control
Up = Forward
Down = Break/ Reverse
Left = Turn Left
Right = Turn Right
Tigershark
In Tiger Shark, you control a futuristic
Hydrofoil/Sub that can glide across the ocean
surface, or dive deep below. There’s plenty of ene-
mies to kill and you can even sneak up on boats
and battleships from underneath and blast em.
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
This game supports a Joystick /Gamepad
/Mouse.
Additional support for : 3DFX, MMX.
All available controls sets and their configura-
tion options are shown on the Controls Tab of
the Configration Menu.
By clicking on the control mapping buttons, you
can remap any of the controls to any button
(keyboard, mouse, joystick). Where applicable
you can choose any valid joystick or mouse axis.
Virtual Pool 95 ts 2 Sily in ^i
If you’re really bad at pool don’t shy away from
this fine product. Perfectly representing the
game of pool in every way it offers an amazing
simulation experience. It’s so accurate you’ll
even get better at the real thing. Hey, if you’re
already good at it, get on the Net and take on
some people with the Multiplayer support.
System requirements : Pentium, 16Mb RAM,
Win 95, Soundcard.
This application is controlled with the mouse.
Additional Keyboard commands.
5 = Stroke cue (Take Shot)
f = Move cue tip
R = Replay
T = Cheat
U = Undo
O = Above view
A = Aim
X = Quick Above view
C = Centre view
V = Move view
B = Raise Butt
X-Com 3 - Apocalypse IpqH
If you liked Xcom 1, and Xcom 2 (Heck, even if
you didn’t like them), then Xcom 3 is a god send.
Featuring Improved turn-based combat with new
abilities for all the characters. They can now run,
crawl and kneel in fluid animated motions.
Properly equipped, agents can now also jump
across small gaps and climb up walls and ladders.
New options also include gravity in the combat
engine. X-COM agents can shoot at pipes on the
ceiling, for example, and watch them come
crashing to the ground on top of an unsuspect-
ing alien. Grenades and other high explosive
devices will now have much more strategic
value to your arsenal. Of course, you need to be
careful about the damage you cause to a build-
ing, because the owning corporation wall cut off
your funds if you destroy their factory!
But the one missing feature has finally been
addressed, to keep EVERYONE happy, there is
CROSSTIME SAiOO/v
The Gods have decided it s
closing time for our universe,
so the regulars at Callahan’s
can either drink up and go
home or do something about it.
Time-travellers, aliens,
vampires, ordinary folks, even
a talking dog - they gather
every night at Callahan’s for
the outrageous fun,
camaraderie, and the belief that
“pain shared is pain lessened,
while joy shared is multiplied".
You couldn’t choose a funnier
group of beings to help you
save the universe.
| mm.
• A Side-Splitting Comedy Adventure
Six Adventures!
From a castle in Transylvania to the
e0ge6 of the universe!
• Beautiful, incredibly detailed, 360
degree panoramic art that brings the
^ world to life.
:• Fully digitized voices plus ambient sound
L effects and atmospheric^
piano bar sound trackT_
Exclusively Distributed By
F Directsoft Australia Pty Ltd
P.O. Box 658, V/.ihroongn NSW 2075
Phone^02i 9482 3455 ftnrrfO?) 94G2 3650
4maii dsofl^'mnginrom.nu
Ail trademarks art? Iht? property of fftt?Tr
respective trademark owners.
DOS TROUBLESHOOTING
The most likely cause of any problem is a shortage of
conventional memory. This has nothing to do with how
much RAM is on your system, but how it’s set up. To find
out how much is available for the games, type MEM
/CIMORE. Look for a line that reads LARGEST EXE-
CUTABLE PROGRAM SIZE, if it’s over 550k then everything
should run. If it’s under that figure, you’ll need to edit
your system files to sort it out.
The easiest way is to use the MAKE BOOT DISK facility
found on most game installation menus. If you’d pre-
fer not to do that, then you’ll need to manually edit
your two configuration files - the CONFIG.SYS and
AUTOEXEC.BAT.
To do so, type EDIT CONFIG.SYS and EDIT
AUTOEXEC.BAT. In the CONFIG.SYS file, the most likely
culprit is EMM386.EXE. You don’t need it for the majori-
ty of games, so put REM at the start of the line. This will
disable it. In the AUTOEXEC.BAT look to see if you are
running SMARTDRV, if it’s there, put REM at the start.
These two simple measures should overcome most
problems. If you’re still running short on conventional
memory (the game should give you an error message
telling you how much more you need), then a boot disk
is the best solution.
THE PC POWERPLAY CD - The games on the CD are
designed to be run in different ways. Some can be run
straight from the disc, while others need to be installed.
Games requiring installation will usually prompt you
with a choice of where it will install to, so take note!
Many of the games which run from the CD will only pro-
duce sound effects if you have a Sound Blaster compati-
ble sound card set to default settings. That’s 99% of you,
so if you get no sound you’re best copying the game to
your hard drive, then running the setup program - usually
INSTALL, SETUP, CONFIG or SOUNDSET. As with all prob-
lems PC, trial and error is the only true solution. Feel free
to copy an entire game to your hard drive. All games are
in the GAMES directory. Also copy a game from the CD if
it mysteriously refuses to install. Then run the INSTALL
file from the hard drive.
DISCLAIMER - All possible care is taken while select-
ing, testing and installing the software which is includ-
ed on the PC PowerPlay CD. Next Publishing accepts
no responsibility for data loss or other damage which
may occur during its use. If your CD is clearly faulty,
send it in for free replacement to:
PC PowerPlay - CD Returns,
PO BOX 634 , Strawberry Hills
NSW 2012
SUPPORT - cdtech@pcpowerplay.next.com.aus
now an optional real-time combat
mode: Before each tactical combat
mission, you have the choice of fight-
ing the aliens in the turn-based mode
or the new real-time mode. The real-
time mode gives you total control
over the pace of the action, you can
pause the action at any time and reas-
sign your agents, give them new com-
mands, load different weapons and
assess the strategic situation. What
are you waiting for, start playing
now!!
System requirements: Pentium,
16Mb RAM, Soundcard.
This application is controlled with the
mouse.
KEYBOARD CONTROLS
General
Switch Map View = TAB
Up Level Arrow = PAGE UP
Down Level Arrow = PAGE DOWN
Toggle Map Level Display = Print
Screen
Set Safe Mode = F9
Set Cautious Mode = Fio
Set Aggressive Mode = Fn
Crawling =« F2
Walking = F3
Running = F4
Don 9 t Fire = F5
Aimed-Shot = F6
Snap-Shot = F7
Auto-Shot = F8
Kneel = BACKSPACE
Message History = M
Center-On Message = HOME
Select Squad = 1,2,3, 4, 5, 6
Assign selected units to squad =
CTRL + 1,2,34,5,6
Abort mission = ESCAPE
‘Hand' Area
Equip Unit Screen = ENTER
Throw (Left Hand) = [
Throw (Right Hand) = ]
Drop (Left Hand) = @
Drop (Right Hand) = #
Real-Time Only
Pause on /off = SPACE
Turn -Based Only
End Turn = E
You Don’t K now J ack
Movies JdOsJ |yvin95]
The You Don’t Know Jack series of
trivia games are the best ever made,
by a long stretch. Now, You Don’t
Know Jack Movies offers the same
presenter, better jokes, more random
phone calls and questions only about
Movies. The You Don't Know Jack
series are the ultimate party games.
Try it and see what we mean!
System requirements : Pentium,
16Mb RAM, Win 95, Soundcard.
This application is controlled with
the mouse.
UTILITIES
Digital Underground (DUG) -
Multiplayer games can be
great fun, but the Internet can
also be very slow which rather
ruins the experience. The solu-
tion however is to use a dedi-
cated dial-up server, like DUG.
Setup the browser, click on the
connect icon, and you’re away.
Play Quake, Interstate 76,
Monster Truck Madness, Red
Alert, C&C, and plenty more.
DUGIPX - A demo of Kahn to
play IPX network games (eg.
Warcraft II, Red Alert &
Duke3d) on Digital
Underground.
Engage - Another company
offering multiplayer services
across the Net.
LVJew Pro - LView Pro is an
image file editor for Microsoft
Windows 95, Windows NT 3.51
or newer and Windows 3.1*
with Win32s 1.30 or newer. It
loads/saves image files in:
JPEG JFIF, GIF 873/893,
TIFF, Truevision Targa,
Windows and OS/2 BMP,
ZSoft's PCX, and PBMPLUS’
PBM, PGM and PPM formats.
McAffee Virus Scanner -
Downloading cool utilities and
demos is a necessary thing to
do, but there’s always the dan-
ger of having a nasty little
virus tag along for the ride. A
virus scanner like McAffee will
cleanse your system on a regu-
lar basis. If you haven’t got a
virus scanner yet, Give this a
go, it’s one of the best. Works
in Dos/Win 3.11 and Win 95.
Palace - The Palace is a collec-
tion of on-line communities
where you can share common
interests with others. In
PalaceSpace, you participate as
an avatar - a graphical repre-
sentation of yourself. Chat,
attend live events, join multi-
player games, shop for merchandise,
and more - all within a rich multimedia
environment!
Pkzip - The compression utility that
has been around since the dawn of
time, so to speak. This is the latest
version for both Windows 3.1 and 95.
Paint Shop Pro - Paint Shop Pro V 4.1 I
is the complete windows graphics pro-
gram for image creation, viewing, and
manipulation. Features include paint-
ing with 8 brushes, photo retouching,
image enhancement and editing,
colour enhancement, image browser,
batch conversion, and scanner support.
Included are 20 standard filters and 12
deformations. Supports plug-in filters.
Over 34 file formats. Win95 or NT 4
Winner SIA & ZiffNet awards. From
JASC. Inc. Quicktime for Windows
Video for Windows - The runtime
version of Video for Windows to
allow AVI usage on your PC.
Patches
3rd Reich , Age of Rifles, Apache, Broken
Alliance , Civilisation 2, Destruction
Derby 2, Descent 2, Dlscworld 2, Duke
Nukem 3D, Flying Corps, Jet Fighter 3,
Microsoft Flight Simulator for Win 95,
Mech Warrior 2 Mercenaries, Privateer 2,
Skynet, Strife, Terminator Future Shock,
Tigers on the prowl 2, Tomb Raider for
Rendition 3Dfx and Matrox Mystique,
Warcraft 2 Tides of Darkness
The benefits of pfa^rtg \DogDay;m f
^ * '% r 1 -V t :
- You will not sleep
- Pulling your l^rotit is cheaper than a hair cut
- Pain in the brain rrom^/dfj
- Not eating for days*mawl
- Bloodshot eyes is a good
watching
better
ijngry
Doing
Grab a DOGDAY today/
sively Distributed by Developed by
^ ^ Acx/lnm PrnHurtinn-; Ptv I
inlet active Publishing Piy. Lto
Phone (02) 9674 7399
Fax: (02) 9674 7398
www . impact . com . au/dogday
www . asy lumproductions . com
THE NEWS
L ate this month, on Sunday
the 27th of July, the Brisbane
Convention and Exhibition
centre is going to become a mecca
for Australian gamers.
Armageddon #3 will be rolling into
town. It's something worth getting
excited about, as A3 will be the
largest gaming event Australia has
ever seen, and one of the largest
anywhere in the world to boot -
with sneak previews of games
from some of Australia’s best soft-
ware developers, Quake tourneys,
and the opportunity to meet and
around 200 PCs networked togeth-
er for the games fest, with 15 top of
the line public servers equipped
with all the best multiplayer
games, and 15 dedicated Quake
servers as well. They’re expecting
around 1000 gamers to turn up,
and around 20 of Australia’s top
Quake clans. There will be plenty
to keep them happy, with two
Quake tourneys to be run on the
day, one for single players and one
for clans, all fighting for the title of
Australia’s best Quaker (and
Quake Clan).
For more information and tickets
you can call in at any Queensland
‘Software Today’ store, or check
out the A3 web page at
www.armageddon.thehub.com.au
sidelines
Seen any UFO’s lately? If you have, and you
managed to get a picture of it, don’t rush off
and sell it to the National Enquirer just yet.
MicroProse have started a competition to pro-
mote the launch of ‘X-Com: Apocalypse’. They
want pictures or some sort of ‘proof’ of your
encounter along with a detailed description, and
the best one will win a trip to E3 in Atlanta. It’s
all just a big conspiracy though, to mask the
truth that MicroProse execs don’t want you to
know - each copy of X-Com has a small device
implanted that will send information back about
your personal habits. Trust no-one.
It’s been almost ten years since the original Sim
City, but Maxis are still pumping sequels out
Sim City 3000 is slated for release by mid to
late 1997, and will feature detailed 3D graphics,
allowing SimMayors to view their cities from
street level up to 50,000 feet in the air. There’s
a host of other new features as well, such as
the player receiving face to face feedback from
their citizens. Maxis are going to preview their
new sim at E3, so you can expect more details
to follow shortly.
Plans are already underway for add on disks for
X-Wing vs. Tie Fighter to be ready by the end
of the year. The disk will address some of the
issues that players have commented upon in
newsgroups, and it looks as though the single
player missions are going to get some attention.
Support for some 3D accelerator cards looks to
be on the horizon too, with patches expected
within a couple of months, but there’s no word
on exactly which cards will get support as yet.
Shameless sister-mag plug: If you’re into rock
n’ roll, check out the August edition of Rolling
Stone which offers a free bonus book.
Sponsored by MTV, the Rock ’n Roll Adventures
Book features heaps of great stuff on Alanis
Morissette, Kurt Cobain & Courtney, Pearl Jam,
Bjork, U2, Smashing Pumpkins, Tori Amos and
tonnes more.
TEN coming to Australia
with Multiplay
Multiplay, one of Australia’s largest
dedicated multiplayer gaming net-
works, have just entered into an
exclusive affiliation agreement with
the San-Francisco based Total
Entertainment Network (TEN). Good
news. TEN is one of the largest gam-
ing services in the states, and has
exclusive deals for plenty of top of
the line games - games that will now
be available through Multiplay for
Australian multiplayer gamers.
Multiplay also host the official
Battle.net server for Australia, as well
as the official QuakeWorld master
server - which allows for up to 32
player Quake games, much improved
TCP/IP multiplayer games, and a
world wide ranking system for play-
ers. For a company that started early
last year primarily as a way to multi-
play Quake on a fast network
Multiplay have come a long way in a
short time. They’ve expanded to
three major centres, and now offer a
range of games as well as a KALI
server for just about every IPX com-
patible game you can think of. There
are no plans at present to change
their pricing structure either, so the
$ 29.93 per month fee for unlimited
gaming time looks like it’s going to
stay, at least for a while.
Multiplay currently have dial-up
services available from Sydney,
Canberra and Wollongong, though
they plan to expand POP’s to
Melbourne and Brisbane in the third
quarter. Multiplay can be contacted
at www.multiplay.com.au or on 1800
359 200 .
www.thezone.com.au
Hundreds of Titles Available - Including the hottest
reviewed in PC Power Play!
►Updated daily - New Titles Added Weekly
•Order Securely Online with Your Credit Card
• Low Shipping - Just $6.95 per order
•Links to Demos of the Hottest Games
•Upcoming Release Dates
•Top 10 Titles Listing
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FREE ZONE CD WITH EVERY PURCHASE
ts
o
NE
MULTIMEDIA
You may also send your order to: Zone Multimedia, PO Box 615,
Woy Woy. 2256. Phone Orders to: Freecall 1 800 634 992 or Freefax:
1 800 813 220. We accept major Credit Crads, Cheque or Money
order if you mail your order. All Sales are final. Some promotions
and pricing advertised online are only available if you order online!
THE NEWS
sidelines
It might look like a bit of a dodgy idea, but
Scott Miller, president of Apogee/30 Realms,
thinks there might be some money in it He's
signed an agreement with Pocket Books to pub-
lish four books based on two of their titles;
Duke Nukem and Shadow Warrior. The plan is
for two books from each game but they won’t
just be rehashes of the events from the games
themselves, instead you can expect continua-
tions of the events and characters as with the
oh-so-readable Doom books that proved to be
so popular. Expect the Shadow Warrior books
first followed by the Duke titles around the
same time as Duke Nukem Forever is released.
We told you about the war of words between
Hipnotic Interactive and 3D Realms last issue -
well, it’s still going, and it’s starting to get very
nasty too. Michael Hadwin from Hipnotic has
released a nasty little ‘story’ of the situation,
insinuating that 3D Realms were just copycats,
didn't have an original idea, couldn't build their
own game engine so they were forced to license
the Quake II technology, and the staff that left
3D Realms for Hipnotic might even have been
spies for Hipnotic in the first place. Scott Miller
from 3D Realms was quick to respond, and took
the high moral ground, castigating Hadwin for
his ‘immaturity’, and noting that Hipnotic's Quake
Mission Pack had a room with three headstones
inscribed with the initials of the top three 3D
Realms employees. Play nice now, boys.
More on the Quake killer/clone genre - Epic
MegaGames' much anticipated forthcoming
title, Unreal will only support either OpenGL or
Direct3D, rather than both according to Tim
Sweeney, Unreal’s lead programmer. He's also
singing the virtues of the 3Dfx card, for those in
the market for a 3D accelerator, and stated that
Unreal will run very well with the 3Dfx, as well
as a host of other games. Unreal will also sup-
port a number of CPU’s, including Pentiums, P
Pro’s, MMX Pentiums, the AMD K6, Cyrix CPU’s
as well as Pentium II processors.
Still with Quake related games, Activision and
Hipnotic Interactive have announced the title of
their upcoming game, the sixth to make use of
the Quake engine. It's going to be called ‘Sin!’,
and Hipnotic have some sketches available for
viewing on their website at www.hipnotic.com
ATI have made a bit of a name for themselves
in the past with regard to their consumer poli-
cy. They entered into the 3D accelerator board
market with their ATI Rage card, and then a
couple of months later released a new and
improved model, completely superceeding the
previous one, which needless to say didn't
make those who purchased the original very
happy at all.
Now ATI have just released their latest 3D/2D
card onto the market, the XPERT@Play. The
board does look like a good combination of 3D
and 2D graphical capabilities, as well as DVD
video acceleration and the ability to use a TV for
display. Whether consumers are going to forgive
and forget is another matter entirely though...
Pentium
Pro &
Pentium II
Bug - not
so bad!
On may the 5th a message was
posted at www.x86.org/secrets/
Dan04n.html regarding a bug
found in the Pentium Pro and the
Pentium II processors. This bug
was discovered to be in the float-
ing-point unit of the CPU.
Intel has confirmed the pres-
ence of a bug which occurs when
executing a FIST instruction, this
instruction is used for converting
floating-point (decimal place
numbers) data to Integer (whole
numbers) data. It happens when
a very large negative number is
converted to an Integer and goes
past the biggest negative value
the register can handle, this
value has to be greater than -
98,304 to cause the error. The
bug only occurs with the 16 and
32bit versions of the FIST
instruction, the 64Bit version is
unaffected. When an overflow
occurs. The P6 sets the PE
(Precision Exception) flag in the
FPU (Floating Point Unit) status
register instead of setting the IE
(Invalid operation Exception) flag
as previous processors like the
486 and the Pentium chips did.
Programs that have been specifi-
cally designed to check the IE
flag for overflows will not know
of the error and may end up
report meaningless data.
Intel is working extremely hard
to ensure that all applications are
checked for possible malfunction
and is working with software ven-
dors to check if any applications
are affected, most programs have
their own overflow checking, as
most compilers don’t have a stan-
dard way of supporting FPU excep-
tions. Operating systems such as
Windows 95 and NT will just
ignore floating-point exceptions
when encountered. Intel has
placed a work around on their web
site, check out www.intel.com for
information. Most games should
be unaffected by this bug.
Top Ten Games
Rank TITLE
Developer / Distributor
This Last Month
1 - NEED FOR SPEED 2
Electronic Arts / Electronic Arts
2 - X-WING VS. TIE FIGHTER
LucasArts / Metro Games
3 6 TOMB RAIDER
Core Design / Eidos
4 - INTERSTATE 76
Activision / Roadshow
5 - OUTLAWS
LucasArts / Metro Games
6 - RED ALERT: Counterstrike
Westwood / Sega Ozisoft
7 2 DIABLO
Blizzard / Dataflow
8 8 C&C (ANNIVERSARY RACK)
MicroProse / Sega Ozisoft
9 - GRAND PRIX 2
Microprose / Seag Ozisoft
1 O - FLIGHT SIMULATOR (Fly AusL)
Microsoft / Various
Week ending i8th May 1997.
The Acer best selling charts are carefully compiled from a sample panel of retailers select-
ed across Australia including mass merchants, department stores, specialty software
stores and independent outlets. Retailers surveyed include Myer Grace Bros., David Jones
and John Martins, K Mart, Target. Big W, World 4 Kids, Harvey Norman Computer Super
Stores, Blockbuster, Brashes, Video Games Heaven, and Games Wizards.
;
Charts supplied by Australian Computer Entertainment Review
Centaur Technology Inc. a spin off company of IDT (Integrated Device
Technologies Inc.) is soon to try and take a piece of the x86 pie from Intel.
Centaur’s new x86 compatible processors (www.centtech.com) are nearly ready
for release, which should be sometime in the early second half of 1997, the
new processors, known as the IDT-C6, will come in speeds of 150, 180, and 200
MHz. The processor has around 5.4 million transistors and still manages to
have a tiny 88 millimetres squared footprint, 50 percent smaller than most
Pentium clones die sizes. The C6 is also equipped with the MMX instruction set
and is also socket 7 compatible, so will work with current motherboards. These
processors will be aimed at the low-cost desktop and mobile market, so expect
very good pricing on all three variations of the chip. G.W.
**
NEWS FLASH
**
IDT-C6 Processor announced.
OVDCP ■$!!/*<& a Enjoy explosive 3D gameplay
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Distributed by:
Creative Pacific Pty Ltd 32-34 Dickson Ave, Artarmon NSW 2064 Australia
P"A*C*I # F*I*C Tel: (02) 9906 8887 Fax: (02) 9906 5577 Website: http://www.cppl.com.au
£2= THE U.S. NEWS
Steven Dale Greenlee
Did Too! Did Not!
Mid-May saw a little tiff aired
publicly between Enemy Nations
game developer Windward
Studios and publisher Head
Games. In mid-May Windward
Studios head Dave Thielen pub-
lished a statement on their Web
site that Head Games had failed
to fork over some money owed
them and thus was shutting down
the Web site and endangering the
competition of Enemy Nations.
Well, a week later cooler heads
prevailed and things been
smoothed over by Head Games
big cheese Dan Hammett.
Hammett says Windward was
promised that their marketing
expenses would be reimbursed by
Head Games, but Windward had
not turn in any receipts, so no
reimbursement has been made,
but will be once the paperwork
has been turned in. “They chose
to delay sending me over the
information,” Hammett says,
“.working themselves into a fren-
zy, spreading rhetoric around the
Internet, and then turning off
their web site.” Hammett also
says that Windward is “the most
difficult developer I’ve ever
worked with.” but that Head
Games will support Enemy
Nations and will work to make it a
hit. Before that can happen
Hammett says there are some
serious bugs that Windward has
to fix and press another gold mas-
ter. Hammett says Head Games
will pay royalties and fulfill their
commitment. He says, “They just
have to do their end.”
In the meantime, Thielen has
backed off his published state-
ments (quote. “Due to Head
Games continuing to delay pay-
ments due to Windward Studios,
until further notice Windward
Studios will provide no support of
any kind. We apologize for this
but we cannot continue to provide
support, that in many cases is
actually the responsibility of the
publisher, if we are not going to
be paid.”) and removed the dia-
tribe from the Web page. This
skirmish seems to be settled, but
only time will tell what will tran-
spire in the coming weeks.
Stuc*q^
Quaked Romero
Yes, Kornelia Takacs of Hungary
and new to the U.S. beat out five
other guys to meet Quake design-
er john Romero in a deathmatch
held during the Computer Game
Developer’s Conference and fragged him good. Takacs ultimately beat
Romero by 11 frags and took home the grand prize of a super-loaded MMX
Pentium computer. Who says computer games are dominated by males?
U2 Lara Croft?
Despite handing television network ABC some
of the lowest ratings it had ever received during a
recent U2 special, spin doctors are still hyping the
Irish band’s latest tour as the most expensive ever.
And for gamers who are also into music (is there
time for both?) they will be treated to a spe-
cial video venture of Tomb Raider’s heroine
Lara Croft. Yes, game designers Core with the
permission of publisher Eidos, put together a
special video that will be shown on U2*s 7,000 square foot video screen
during the PopMart tour. PopMart kicked off in Las Vegas April 25th and
will cost a reported $120 million USD. Money moves in mysterious ways.
Some Hardware bites the dust.
Did you know anyone who owned a 3DO
wBm machine ? nrither But that console machine
HB ^^^B that was to have rivalled Nintendo and the PC
B^^B is all but dead 3D0’s Trip Hawkins says he had
W sold the last remnants of his hardware busi-
wm* B ness to Samsung for $20 million USD. Trip
W \ Hawkins, one of gamedom’s pioneers (he
helped form Electronic Arts) will now have complete operating control of
3DO since 3DO president Hugh Martin will be moving on.
And here is a hardware death that will surely throws us all into a state of
desperate woe. Bandai says that Pippin is dead. The Pippin was a televi-
sion top multimedia console that you could play games with and access
the Internet. Bandai says sales of the Pippin was ’’disappointing’* and will
no longer make them. Instead, Bandai says they will form a new unit from
the Pippin ashes who will focus on designing PC and Mac based games.
That includes a CD-ROM version of Tamagotchi, the virtual pet that is dri-
ving Japan virtually crazy. Coming this October Bandai will merge with
Sega in an already done deal.
Bullfrog’s Molyneux finds his legs
I should have seen it coming. Some while ago Peter
Molyneux, the game designer extradionaire of Syndicate and
Magic Carpet, told me he was wanting to get a game of
Internet Diplomacy going and invited me to join in. Well, we
never did, but it could have been the first sign he was getting
bored with Bullfrog. Now comes word that Dungeon Keeper is
finished and that Molyneux has left Bullfrog and is in the
process of forming a new company. It’s also rumoured that Molyneux has
joined up with his old parent company, Electronic Arts, who will publish his
new game. Usually Molyneux attends E3 and maybe we can find out more
then. Dungeon Keeper is slated for a mid-July release.
Poor Acclaim
Acclaim is still smarting from
financial woes and has announced
another round of layoffs. Some 115
employees will be hacked as part of
the $40 million USD cost cutting
measures. These employees will
joined the 70 who have already
been laid off. Acclaim lost $17 mil-
lion USD last quarter which is
much less than the same quarter
loss of S55 million USD a year ago.
And even with the mega-success of
Turok: Dinosaur Hunter for the
N64, it is not enough to pull
Acclaim back into the black.
Sperry moves up.
Westwood, while not a big
money maker, is a stable game
publisher and now Westwood pres-
ident Brett Sperry has been
appointed to lead development at
parent company Virgin Interactive
Entertainment. VIE parent compa-
nies, Spelling Entertainment and
Viacom, have listed VIE as a dis-
continued operation and have put
up the unit for a fire sale price. Of
course, under the heavy and nearly
incompetent hand of Viacom,
Virgin’s future was foretellable.
More than likely VIE will make a
public offering in the S300 million
USD range sometime late this
year. Sperry indicates he will make
some hard decisions about the 40
titles now in development at VIE
thinking that’s just too many.
I Magic aces ICE
Interactive Magic, Wild Bill
Stealey’s flight sim company, says
they have acquired Interactive
Creations (ICE). No one is saying
what the financial details were, but
ICE becomes a wholly owned sub-
sidiary of I Magic and will be called
I Magic Online. I Magic Online will
concentrate on designing real-time
games for the Internet and Web. ICE
was known for Warbirds, the real-
time flight battle game. Warbirds
began as joint venture with Eidos’
Domark, but the partnership fell
through rather acrimoniously.
I Magic’s first release under their new
label is an online version of Planetary
Raiders, a space battle sim.
Meanwhile, there is rumours that
LucasArts is eyeing I Magic as an
acquisition target itself, but
LucasArts denies any such claim.
I Magic’s Dave Murray says they
aren’t looking to sell, but they would
be open to a special partnership.
THE U.K. NEWS
Derek dela Fuente
Well, you can tell that summer
is approaching when the cricket
season starts and we get ready
to give the Australian team a
real drubbling. There is a little
slow down now with game
releases, what with the E3 and
hot days ahead but always
plenty of gossip!
Number 1J
The PC seems to be forging
ahead with no sight of the N64
making any inroads in the UK or
Europe, even though the price has
been dropped a cool 100 pounds to
/149, but the Playstation seems to
be impressing everyone with your
average owner of a PC in the UK
also owning a Playstation as well!
Sex, Drugs, Deaths
Nah, but got your attention. The
analogy applies to this story. DMA
(the Lemmings developers), have
been given a massive boost with
censor groups taking note of the
name and theme of their new
game, called Grand Auto Theft
from BMG. Apparently this game
is going to give the buyers an
incentive to steal a car and joyride
it, so say the people who have such
high morals but have not even
seen the game! Strange really,
because I cannot remember people
walking around the streets with
swords and flame throwers when
Mortal Kombat was released. With
most of the UK tabloids giving a
full page to this story, it will cer-
tainly add 20,000 to the sales.
Top celebrity does a whoopsie!
One of the biggest games of
96/97 was Tomb Raider, and
shortly you will be reading all
about this sequel when I visit the
team to get the lowdown on what
is on offer. It may interest you to
know that it is the favourite game
of all time from the world
renowned writer Terry Pratchett
(Discworld series) and he said to
me that “I have just finished the
Duke Nukem Plutonium Pack, and
the Darkening. I was really
impressed with Tomb Raider -
Let’s get ready to rumble!
Mindscape, who are owned by one of the richest groups in the world,
are going to make 1997 a year where people will look at all of their
games with added appeal. Well that’s what was being conveyed at their
recent distributors event, where I was the only journo invited (yes fame
for your pommie man). One title is Dark Omen - PC CD ROM - This is the
follow up to Shadow of the Horned Rat/Warhammer and is the second
title from the Games Workshop licence. This game is coded in-house at
Burgess Hill by Mindscape’s own development team. This was one of the
company’s major successes with its great visual presentation and solid
gameplay. Over 20 people are working on this sequel. Billed as a real
time arcade strategy game. Feedback from fans of the Warhammer game
has been intensive and so if you thought that there were any areas in the
game that were weak then Dark Omen will please all you fans of this
series. The R/D
on this game . ‘ . -"r* " J
will appeal to an V - : B
J ^
even wider audi- r A
i - HRs W
ence than the -fl
* ,^ 71/ j r
The HUufi
long
game and then ^ ^ ^ ^
you are thrown ^
into the massive
world, to fight, wander and interact.
The improved features within the game include refined full screen true 3D
graphics with a palette of up to 32,000 colours giving the game a dynamic
and visually impressive look. The vigorous and non linear plots will enthral
the players proving endless hours of gameplay.
The developers have enhanced their ‘battle’ engine and superior artificial
intelligence and tactics will challenge even the most experienced player.
Two player mode is also on offer - via network and modem support. Mission
discs are also being planned as the game is developed to follow on.
This is a massive game, set within a huge world with creatures/mon-
sters galore. It is a fine balance of strategy and action and can be played
in a number of ways. If you are an out and out action player then you can
focus on this aspect but still some thought must be put into the resource
side of the game. The icing on this game is the use of sound and music
which really pulls the player into the dark and sinister world you will be
immersed in.. Point and click interface with stats screens galore ensures
that you have always something to do, look at or interact with!
Gobsmacked in fact. It felt so real.
It was nearly brown trousers time
in The Lost Valley, I can tell you. I
play computer games a lot and I
mean a lot. Sitting in front of a
screen writing (books) you need
some relaxation and what better
way than to load in something like
Wing Commander, which is one of
my favs. One of the nice things
about making lots of money from
books is that I can go to the local
Virgin Store (plug) and buy what
I want!”.
Going going gonel
The 3 Do company who are no
longer involved with the hardware
and have a 150 strong development
team and are now only a publisher
and developer are closing their
European base and heading back to
the USA. Pity really for they have
some great PC games lined up
which include Army Men And
Uprising, two strategy games that
look excellent.
Ed's request.
I am always being asked what
the developers are up to in the UK
and what’s new regarding what
they are doing. At present every-
one is gearing up to ensuring their
games work in conjunction with
the new 3D cards. The Matrox
Mystique and 3Dfx-based cards
like the Orchid Righteous 3D and
Diamond Monster 3D are the ones
they are using. When it comes to
the Diamond Stealth cards, you
can forget it, well that is the view
of one of the main producers at
Psygnosis. To highlight this point
Psygnosis, who have in the last
year made a name more for them-
selves on the Playstation than PC,
are really focusing on the PC to
ensure they are the number 1 boys
on both formats and we shall see
at least 25 PC titles over the next
12 months. The producers at the
company are saying what with the
new range of 3D cards plus MMX
technology they can now produce
games generations better than the
Playstation. If you take a look at
their new racing game called Fi
3DFX then you will be gob
smacked at the speed and realism
they have conveyed. But wait, in
September they have a new ver-
sion called Fi 97 and that it a
50% improvement which sounds
quite remarkable considering the
original game is about as good as
you can get!
You know why you should subscribe to PC PowerPlay. If you’re having trouble
remembering, here’s a quick rundown: It’s cheaper, faster, more convenient
and you’ll raise your social status. Obvious really...
Another sensible reason is that subscribers and subscription renewers have a
chance to win the best prizes on offer in each issue of PC PowerPlay. The
odds are a lot better than our usual competitions too...
This month we've got:
2 VIDEO BLASTER PCI MULTIMEDIA TOOLKITS
to give away from Creative Labs.
This is a powerful and versatile piece of equipment. It comes with a special
CCD CAMERA and here are just a few things you can use it for:
VIDEO CONFERENCING
Call a friend over the internet and force them to stare at your ugly mug while
they listen to you rant about how cool this new technology is.
VIDEO CAPTURE & EDITING
Create your own video clips! Using just about any input source, the VIDEO
BLASTER PCI allows you to manipulate and edit video clips for slick multime-
dia presentations, or just for the fun of it.
Bring this enjoyable and relaxing pastime to your PC!
Watch Letterman while you slaughter the online hordes in Diablo - fantastic!
These babies are worth a cool and we’ve got 2 of them to hand out. 2
new or renewing subscribers for the month of July WILL WIN!
Last month's winners (4 Rendition Verite Screamin' 30 accelerators J:
B McLean, Huntingdale WA.
R Pearce, Cooranbong NSW.
P Cass, Pymble NSW.
M Webster, Kurrajong NSW.
• Cut or copy the
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All entries close July 23 1997
Entries to: PC PowerPlay
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Strawberry Hills NSW 2012
Redneck Rampage
Comanche 3
The original Comanche was
famous for its ground-breaking 3D
graphics, simple yet rewarding flight
model and high-action atmosphere.
Comanche 2 was a bit of a dodgy one,
with the “sequel” really just a sce-
nario disc, but Comanche 3 is what
you’ve been waiting for. The new
Voxel Space 2 engine looks the part
and allows exciting terrain-masked
helicopter combat. We've got a full
review in fact, in this very issue.
There are 6 copies of this cool
game to win, courtesy of the good
people at Electronic Arts.
Q. What is the full military name
of the Comanche ?
Redneck Rampage
You've read the review, you’ve
played the cover demo and now you
know you need this game. We
understand completely. Redneck
Rampage gives everyone what they
really wanted all along - bloody car-
nage with plenty of funny bits.
6 copies are up for grabs, good luck!
Q. Upon which gome’s 3D engine
is Redneck Rampage built?
Callaghan’s Crosstime
Saloon
Top game this. Adventure games
were becoming stale and dull and
developers were beginning an ugly
trend of trying to make then sexier
by way of 3D graphics and too much
FMV. Callaghan’s sorts this mess
out with classic gameplay, rich char-
acterisation and beautiful hand
drawn 2D art.
Win a copy and have a play, you’ll
love it. Directsoft have 6 to win.
Q. What character do you play in
the game ?
Dark Reign
What more can we say
about this fantastic game?
You’ve been hanging out for
it and now it's here. Real-
time strategy taken to the
next level is what you get.
That means superior graph-
ics ‘n all, but that’s not
important, what matters is
the brilliance of the game
engine and design. This
game has years worth of play in it.
Find out for yourself. Activision
have 6 copies of Dark Reign up for
grabs so get cracking and enter!
Q. What Australian company made
Dark Reign?
Blood
It’s what it’s all about really,
blood and lots of it. This over the
top action game has some serious-
ly wicked weaponry and cool level
design. We liked it and so will you.
Roadshow have kindly let us have
6 copies to give away, thanks
Roadshow, you’re unreal.
Q. Name any 2 of Blood’s
weapons.
Issue # 12 winners:
CONGRATULATIONS!
New Quake
A Bird, Lindiforne TAS.
B Camilleri, Kelso NSW.
G Brown, Kelmscott WA.
B Butcher, Eudlo QLD.
R Piper, Coachwood Park NSW.
B Lee, Jabiru NT.
MDK
B Ward, Lithgow NSW.
S Robinson, Gowrie ACT.
R Reynolds, ESK QLD.
D Porter, Colyton NSW.
j Leong, Balaclava VIC.
Battlecruiser 3000AD
J Fell, East Keilor VIC.
C Mclnnes, Baccus Marsh VIC.
A Garth, Ballarat VIC.
M Harris, Trevallyn TAS.
C Gawn, Clayfield QLD.
Logitech Surfman
M Liddle, Smeaton VIC.
J Myatt, Wurtulla QLD.
C Morgan Karalee QLD.
G Merkel, Somerville VIC.
A Tuslan, East Hawthorne VIC.
Interstate ‘ 76
j Lester, Coomera QLD.
R Brockwell, Grafton NSW.
N Sice, Hobart TAS.
B Dorff, Bonnet Bay NSW.
j Kautto, Adamstown NSW.
G Hunter, Sunshine VIC.
Independence Day
B Lee, Jabiru NT.
K Hugh, Connells Point NSW.
M Evans, Quorn SA.
R Brockwell, Grafton NSW.
M Brady, Paddington QLD.
R Kantor, Maroochydore QLD.
W Oliver RAAF Base NT.
S Taylor, Newport VIC.
M Harris, Trevallyn TAS.
C Metcalf, Coffs Harbour NSW.
WITH EVERY
DYNALINK VOICECARD PRO
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of ID Software Inc. GT™ and the GT logo™ are trademarks of GT Interactive Software Corp.
Dynalink Modem
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SMART
The Battlecruiser guy
Last of the
D erek Smart is the epitome
of the legacy that is the
“lone programmer”. If you
thought that mega corporations
pumping out consistent mediocrity
and treating you with contempt
was the reality now and for the
future, then take a look at this guy.
A real fighter in no uncertain
terms, Derek Smart's goal to cre-
ate the most absorbing and com-
plete game ever has cost him his
wife, millions of dollars and
seven years of his life. Now, reel-
ing after the immoral actions of
his last publisher, Take 2, releas-
ing an unfinished game, he has
stuck to his guns and is deter-
mined to fix it for the many buy-
ers out there.
This month, join us with a world
first exclusive interview with the
man himself, Derek Smart, and
his media manager John
Stegenga, where we put the hard
questions to them.
How did you keep up with the
progress of the technology ond
apply it to BC3K?
It was an uphill climb, because
when I started I couldn’t draw a
3D box to save my life. Back in
those days the art of development
was stuck with a select group of
people run by large companies and
if you weren’t in the know of one
of the boys so to speak you were
classed as an outsider. So you real-
ly couldn’t get access to the tech-
nology at all.
I had no other choice but to start
from the ground up and work my
way from there. I had to educate
myself and engross myself in
many books. I now have over a
thousand books on every aspect of
graphics. I basically read every-
thing from scratch where 2D and
3D graphics are concerned.
Artificial Intelligence was still in
its infancy, and as I was studying it
at the time at University, I decided
PROGRAMMERS
whot was the inspiration for
Battlecruiser 3000AD?
I just got tired of playing other
people’s games! I was stuck in a
boring market doing all kinds of
crazy things and studying at the
same time. Games were ones like
Echelon, Starflight and Starfleet.
The more games I bought, the
more I wanted to change the
industry. I had an old Amstrad
and not many things for it, so I
sat down one day and thought
about what it would be like to cre-
ate a game containing all the ele-
ments of every game I played. I
was a fan of Flight Sims, Strategy
and Ninja Fighter was the best
game at the time.
I sat down and put some ideas
together and simply drew from
knowledge of the games I played.
The games like flight sims were
the most fun as well as the strate-
gic ones.
Many years ago, the development
of games saw the technology
move very quickly. VGA was ini-
tially the only option then it
moved onto Super VGA and new
engines for 3D technology were
emerging too.
to use the knowledge I learned to
build the game I wanted. Every
time I bought a game and saw
something cool, I wanted to do it
and eventually I came up with a
pattern schedule for the game.
Did you release BC3K now
because you figured that now is
the best compromise in the
terms of 3D acceleration just
coming in, or was it a case that
you just finished the gome and
it was time to get it out?
I did not release it! I have not
released it! As far as I’m concerned,
Battle Cruiser 3000AD does not
exist in release form. The release of
Battle Cruiser was the publisher’s
decision and one which I did not
support. All I’m doing is patching a
game which in my opinion was
never finished. I’ve never acknowl-
edged it as finished and released.
Never?
It’s out there because of my pledge
to gamers. I was a giver when I
started. I didn't care about the
money, I didn’t care!! I had enough
money I could live on and it wasn’t
receptive to the release many, many
years ago. My incentive was to write
a game that I enjoyed playing and
know that if I enjoyed playing it,
others would. When you chase tech-
nology for years, a lot of things hap-
pen and it costs money, it costs
time. Throughout the years we’ve
seen the gaming industry come
from integrity to crap, as it were,
where it’s all about the bottom line
and one wants to write a game in
six months.
Over the seven yeors it took to
produce BC3K, it must hove hod
on effect on your personal life
and the way you see the world...
Oh yes indeed. Well basically it's
a double edged sword really. I
knew that in England I couldn’t
get my game to be released
because of the gaming industry. I
mean in England back in those
days everything up there lost.
Games happened in the states
first and fortunately having dual
nationality, I knew that if I want-
ed to get my game done I had to
go there. I sat down and thought
about it. I got married young and
I was excited about the game -
especially after the first demo
came out. I had to choose, and
PC Games Plus gave me the
cover for a game that I hadn't
even finished.
That kind of went to my head and
it was a boost, a huge boost. My
British wife however didn't want
to come to the states and we
talked about it and had a mutual
separation. I went to the US and
got divorced.
Just going back a step, the
publishers , the Gametik situa-
tion, what’s the truth, what
really happened behind the
scenes there?
I can't really for fear of violating
my contractual obligations to
Gametek and other publishers. I
can however say that Gametek
wanted to release the game at
Xmas, but it wasn’t finished. Take
PCtao(%
u
A " 7
• *
iP
B'
Games as complex as BC300AD take
a team of programmers a couple of
years to complete. Let one guy do it
all and it takes seven...
2 however, went ahead and
released it anyway. Gametek then
contacted me because Take 2 had
sent them a CD ROM of the
release despite the fact that I had
already told them in person that
the game was not finished and did
not sanction the release.
I went on to explain that it would
take me another six months to com-
plete and yet didn’t even know
where to start because I had no
money and no funding. They asked
me if I could fix it, which I
answered yes, just wait. Which is
what they did. So I got the mailing
list together and a few cronies who
were fans of the game and Gametek
and proceeded to debug the game
and put it all together for release.
Gametek wanted to release it in
March, and I was targeting the D
patch, which was the patch that
had all the features in and all the
critical bugs fixed for March, but of
course the unit slipped and
Gametek could see the C4 patch
was by all means an excellent patch
for the game. They released it with-
out telling us.
We told Gametek not to do it, but
they went ahead. I hadn’t even
written the manual because the
game wasn’t finished. Instead, they
took my 1995 notes for the testers
which they used to familiarise
themselves with the game, took a
few screen shots and shipped it. I
only found out my game had
shipped when somebody contacted
me and asked for help!
(John) It was an interesting one,
because I had some associates in
the states and we were going to go
out and buy a copy to find out what
they had put on the disk.
(Derek) We had no idea what was
on it! We didn’t know how they
shipped it. I even thought it was a
hoax! I asked a guy who works for
me in England to get me a copy of
the game from the store, but he
already had it!
I immediately contacted Gametek
ed me on Tuesday and explained
that they had to release. Some dis-
tributors were importing dud U.S.
units into the U.K. which were hurt-
ing the market and giving the game
a bad rap. In reality though, they
pulled the same stunt as Take 2;
“ship it, Derek will fix it”.
(John) I do have to interject
because they did do a much
classier job than Take 2.
(Derek) Yes, they did. Take 2 stuck
the CD in a cardboard sleeve print-
ed in four colours and a 20 page
manual that was done in a font that
wasn’t even type corrected!
(John) Black and white.
(Derek) Take 2 rushed it out, I’ve
received Beta software from people,
Alpha software from server manu-
facturers that had better manuals
and documentation with it!!! At
least Gametek went to the expense
of putting together a professionally
done, accurate, condensed manual,
with all the features in the patch.
The UK release became a best sell-
er that's still on the charts in the
U.K. at the time of this interview. It
turned out that the U.K. customers
had a better experience than the
North American customer who
ended up buying the box with the
Take 2 logo.
(John) The UK version went
straight to the top twelve. It went
to the top eight and remained in
those positions for about three
weeks. As of yesterday, it’s still in
the top twenty, and that’s just the
C4 patch.
How much support ore you going
to continue to give the product?
Well, I’m going to continue to sup-
port the product. Right now, unfor-
tunately due to funding and
resources, I’ve had to strip out
some things from my vision of
Battle Cruiser 3000 and I’m wind-
ing down development right now.
As far as I'm concerned the C5
patch works and I'm wrapping up
the manual and the format.
Version one which comes out in
the Summer is going to mark the
“I did not release it! I have not released it! As far as I’m
concerned. Battle Cruiser 3000 AD does not exist in release
form. The release of Battle Cruiser was the publisher s
decision and one which I did not support...! only found out
my game had shipped when somebody contacted me and
asked for help!”
but they didn’t get back to me. I did
a press release denouncing the ver-
sion, which upped their sales
tremendously (laugh). They contact-
end of this version of Battle
Cruiser. I can't continue patching
to fix the game for which I’m not
getting paid. Gametek were gener-
occupy several hours of an
evening. Despite no collision detec-
tion, it showed that the potential
was there to have the engine port-
ed. It runs in high colour and fol-
lows the trend of Windows 95 tak-
ing over games right now. It’s
gonna be really good.
(Derek) Battle Cruiser 3030 will
have thirty extra features. The most
important feature will be high
colour, which will give more
advanced lighting, high colour sur-
face maps and a new Battle Cruiser
class. The player will also be able
to fly any ship he wants and buy
any ship he wants. Fleet
Commander Control, which I
ripped out of BC3K, will be includ-
ed and I’m putting in four player
network support as a test for battle-
zone. Any player can be a server
and play across the Internet.
I've known about Open GL for a
number of years. I know how to
program in Open GL so using the
MGL library to port Battle Cruiser
from DOS to Win 32 would mean
that it would have Direct X and
Open GL support therefore sup-
porting every 3D graphics accelera-
tor on the planet.
If it had been released properly
to the specifications that you
hod originally planned, would
you hove continued in it's
development?
Ah yes, it’s still going according to
plan. Battle Cruiser hasn’t been
released in a good light. Had it been
released properly, I would probably
be working on multi player by now.
ous enough to offer to pay me roy-
alties to support the game for
them, but I don’t have a large com-
pany. There’s only myself and a
couple of volunteers however, the
formation of a larger company is
only barely in discussion.
So after 7 years Derek, have
you mode any money out of
Bottle Cruiser?
Absolutely not. It's cost me over
four million dollars of my own
money and some of the publishers
money to get Battle Cruiser out,
and I haven’t made a penny on it.
Do You expect to?
No, I don’t. Money spent by Take 2
and Mission Studios, only funded
the game for a period of two years.
Take 2 handled the marketing, the
ads, the packaging and all that. I
don’t know if they’ve made money,
but I have not made a single penny
on Battle Cruiser as it were.
So what ore you going to do
next? Your reputation os a
genius programmer has been
enhanced and everybody knows
you now, so are you going to
move on and do the Richard
Garriot and John Romero thing
and head up the company and
hove a large staff?
Well I already have a company and
some very cool friends, they all
have jobs, and all work part time.
For now, I have no intention of
expanding the company because
once I do that it means I have
more responsibilities and I don't
want to be in business. I want to
be a game developer! Maybe one
day I’ll probably hire a couple of in
house guys and move on but it’s
not in the near future. Battle
Cruiser was designed to be a gam-
ing environment not a one-off title.
Right now though, the Windows
95, version of the game, “Battle
Cruiser 3030 AD for Windows” is
already in development.
(John) There’s a small group of four
or five of us who received a surprise
E-mail from Derek containing a
nice little attachment that gave us a
preview of Battle Cruiser's planetary
transversal engine for Windows 95.
This surprised us all immensely,
especially since he’d been doing it
in the background instead of writ-
ing the manual he's been promising
everyone (laugh).
But it was a wonderful thing to
fe'w
The world has always needed a truly
deep sci-fi adventure/trading/combat/
diplomacy & exploration game.
Privateer is all over in a weekend,
Elite just crashes...BC3K is the one
BC3K Web sites.
The Best
•http://www.globalxs.nl/
home/m/mfaber73
•http://www.iac.es/gale-
ria/hsocas/ehome.html
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n.Ballinger.html
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m/Area5i/Cavern/4739/in
dex.html
•http://www.unlv.edu/-k
enitzki
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ik/Research.html
•http://www.inconnect.co
m/-rhilton/
The Rest
•http://www.geocities.co
m/SiliconValley/9579/bat-
tle.html
•http://www.rcsn.nb.ca/al
umni/truemang/bc30ooad
.htm
•http:/ /www.worldac-
cess.nl/-schmitzp/bc3000
ad.html
•http://www.mindspring.co
m/-smithlc/bc30ooad.htm
•http://www.dragonfire.ne
t/-odessoft/
•http://www.access.digex.
net/-umbra/
•http://www.ourworld.co
mpuserve.com/home-
pages/drquest/bc3k.htm
•http://www.microweb.co
m/asante/bc3ooo/
•http://www.passions.res
earch.kpn.com/-bolle/bat
tle/battle.html
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(chat)
So you're not really going to
abandon BC 3000 until you ore
sure that it’s in a stable form
that the customers will enjoy?
Right. It’s in a credible form right
now which is why we all call on
John and all the founding mem-
bers to say C5 rev 3 is good.
Nobody’s reporting bugs anymore,
everyone’s bored (laugh).
(John) At least the testers are,
cause there's nothing for us to
hunt down.
(Derek) All that needs to be done
now is for the D patch. The
testers have suggested that I go
and do the manual and not return
until it’s done. Which is what I’ve
been doing.
How did you fund the develop-
ment?
(Derek) I was an IBM consultant
for a while, then for DEC, Dell and
Novell. I basically used my own
money to fund BC3K. I got loans
from my mother who I owe so
much I’ve lost count. My bank
have also provided some loans. My
only overheads were buying the
tools I needed. Anything I couldn't
buy I just wrote myself.
The only 3rd party libraries in Battle
Cruiser I use are the sound
libraries, and the 2D libraries which
I use for graphics card detection. It
took so long because back when I
started you couldn’t find libraries to
buy. You wrote your own or signed
up with a development house. I did
not want to hand over control of my
company and product to anyone
who was going to chop it up. I was
the only one who wrote it, I didn’t
have 50 or 60 people working for
me. It was only three years ago that
I went full time after funding from
Mission Studios who funded me for
a year until JF3 slipped . They were
pressured by the distributors and
had to make a choice. Bob who had
a proven track record with the Jet
Fighter series, therefore won the
funding. I lost all funding and we
had a mutual parting of ways and
the rights were returned back to
me. Take 2 saw a review of the
game in a magazine and called me
up, and we were in business.
With all the flamers and abuse
you receive, why do you persist
on the Usenet?
(Derek) Two reasons. One, sticks
and stones, end of story. Very few
people can tell me what to do and
the only person who could, my
father is now dead. As long as
he’s not around to lecture me
nobody else can.
Secondly, The only way you can
hurt me is in my head and since
no one has the slightest potential
of doing that it doesn’t bother me.
I don’t believe that anyone who
spends 40 dollars on a game
deserves a bad game but neither
do they have the right to be insult-
ing to the person who spends half
his life writing it. If you don’t like
the game, return it. The customer
is always right but if they walk into
my “shop” with a gun I’m going to
hit them with a baseball bat. On
the other hand though there is
plenty of supporters out there. In
fact some of the hardest critics are
now testers for BC3K. It’s a double
edged sword like any democratic
society. When it becomes insulting
though, fight fire with fire.
If it hod been released proper-
ly, would you have had the
some attitude?
Yes. Even if the game had been
released in the proper light, there
will always be one more person
out there waiting to say something
stupid.
(John) MOO 2 was released with
problems. Yet the development
team hasn’t made a presence to say
they are going to fix it, though they
did. CIV 2 was released with bugs,
It was patched but without any offi-
cial announcements to say that it
was going to. Derek however,
announced that Take2 had unjustly
released the game without his per-
mission, but even without payment
he ‘s going to fix it anyway. The
flames although initially immense
died down with every patch.
Do you think all the abuse was
because the gaming public
rarely get a chance to communi-
cate with the developer/pro-
grammer?
Not necessarily, because there are
plenty of flamers out there with
nothing to do. One of my worst crit-
ics, Commander Krud didn't even
own the game. So, I got his address
and sent him a copy of BC3K and
he’s never criticised me since. Then
the guy gets on line and says I
never doubted Derek would fix the
game, I just didn’t like his ethics.
what do you ploy in your spare
time, Derek.?
(Derek) I don’t play other games, I
haven't the time. I live in Miami
and I spend a lot of time with my
fiancee on the beach. I take my
laptop with me, go figure (laugh).
Most evenings we spend together
and she sits with me watching TV
whilst I code.
Jere Lawrence £ Ben Mansill
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Flying Saucer
Category
Players
Publisher
Action/UFO sim
1
Postlinear
August/September
| Look! -The X-fitesl f
' PowerPlay To Get Gillian Anderson
3n Cover Soon SHOCK!
at do you do
when your
girlfriend is
abducted by aliens?
Easy, nip down to the
world famous Area 51,
steal one of the many
UFOs lying around the
parking lot and embark
on an epic quest to win
her back. Sounds sensible enough,
or at least it did to developers
PostLinear, who simply wanted to do
a UFO combat flight sim and needed
a storyline to tie it all together.
About time too, we say. Turning
the tables on conventional flight
sim wisdom, Flying Saucer puts
you in the cockpit of the ship
you’re probably more used to see-
ing in your targets. Great care has
been taken to model the game’s
flight characteristics on the way
these things are supposed to fly.
That’s to say, they don’t bank, they
can come to a complete stop in an
instant and can accelerate in a
manner that ought to leave you
squished up against the back wall.
Combat will initially be against
the best the USAF can muster,
being mainly the F-22. As the
game develops, the Air Force per-
fects the reverse-engineering of
captured UFOs and begins to field
their own variant. Eventually the
game ends up in deep space,
where you and your UFO are the
sole defense against an alien race
on their way to take over the world.
Along the way all the cliched
locations you’d expect are visited.
Mayan temples, Egyptian pyra-
mids, Stonehenge are all there in
full 3D, with the smart money bet-
ting on an Easter Island visit too.
PostLinear are a new company
founded by Ron Martinez, ex- VP of
Business and Creative Services at
Spectrum Holobyte. They’ve got 4
other projects under way which
use this new 3D engine.
Category
Players
Publisher
| Strategy
1 1-8
| Bungie
I August/September
Why Myth? Cos
that's what effeminte
archers do when they
don't hit.
N o resources to manage, no
buildings to build, no end-
less source of cannon fod-
der via a carefully crafted industri-
al machine and no dinky top-
down view. How then, is this a
“real-time strategy game”?
Because that’s what you get -
strategy combat, happening in
real-time.
We’ve all been lulled into the
C&C way of real-timing these
days, but the genre has a vast
untapped wealth of potential and
Bungie (famous for the Macintosh
Doom-clone Marathon) think
they’ve nailed it.
While ostensibly a multiplayer
■si All (Jir'Bivgj . ;
Long luemie* ot tiu* civilized nations, the truce which brought V
the fir'Bolg and their lamed bowmen into the* Light wa* toiged by
uti'Kahn the Great King and Caliban during the Sword Age.
V
game, Myth does have set mis-
sions for single play. Each has a
set army, although some missions
feature reinforcements which
arrive during the course of a bat-
tle. Nothing fancy, just pure strat-
egy, is what you get. Units which
survive a battle gain experience
points and are carried over to sub-
sequent missions. The only con-
cession Bungie seem to have
made to traditional elements of
the genre is blood - lots of blood.
As you can see from the screen-
shots the battlefield is overflowing
with the stuff. Any blood let stays,
any severed heads roll down the
slope, severed limbs litter the
place... You get the idea.
The terrain is fully 3D and camera
angles move to provide the most
sensible view in a system similar to
Tomb Raider’s dynamic camera.
Bungie are busy optimising the
code to get the most out of the
engine. They want “2 or 3 hun-
dred” simultaneous unit on the
battlefield on an average machine.
Tomato sauce, green jelly and
waffles.
The release date for Myth is
uncertain at this stage due to its
unique nature, but count on it
being out by the end of 1997.
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Multiplayer support will be
included out of the box. That
means network and modem.
Nothing has been said of internet
play yet and it appears the olde
worlde direct serial cable seems to
have been ignored completely.
More cars and tracks than other
games does not automatically quali-
fy this as K "*er, so wait until the
full r final word.
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X-Car
Category
Players
Publisher
Available
Racing
| l-TBA
Bethesda
| July/August
bole thing smells very much
eed for Speed, but bigger and
We. More tracks, more cars,
tnisable reality controls" even,
/your probable outlay of $89.95,
ii get: 8 tracks based on real ear-
ns, 10 pretend tracks, 4 test tracks
\ “hi-tech, near future race
\es”. That's a whole lot more
ed for Speed.
4 built around Bethesda’s
i)gine. This is what the
Wor games are
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Flying
Category
Players
Publisher
Available
Action/UFO sim
| l
Postlinear
August/September
l-The X-fllesI f T
rPlay To Get Gillian Anderson
Cover Soon SHOCK!
POSING
International babe Gillian Anderson gets out of her demure business
suit and into the stuff that really makes her tick. The sexy X Files
agent shows us her X rated assets... All that plus much, much more in
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Atlantis
The lost tales
Category
Players
Publisher
Available
Graphical adventure
1
Cryo
August
More bloody lost world/
x-files/easter island things.
Probably
Y es, it's another stunningly
beautiful adventure from
French developers Cryo.
Set, funnily enough, in Atlantis
you take the part of Seth, a ‘com-
panion’ to Queen Rhea, and your
task is to protect her and rescue
her when she gets kidnapped.
There’s ioo chapters to make
X-Cars? Wasn’t that a show with
Peter Brock about irresponsible
drivers? Or has this game got
Gillian Anderson too?
A driving game
is only as good
as its driving
model. If it feels crap-
py, then no amount of
flash graphics can
save it. We have only
played a demo version
of X-Car, which was
less than impressive, so judgement
will have to wait until review time.
The idea is to put you in control of
“a collection of revolutionary high-
tech, race bred automobiles” - just
like those found in Need for
Speed/NFS II, we suspect. In fact,
However, you can't
move in 360 degrees
your way through, with an esti-
mated playing time of around 30
hours and all the scenarios look
absolutely fantastic.
The best looking part of Atlantis,
though, is the intro sequence -
truly one of the best we have ever
seen. The images are crystal clear,
and beautifully rendered and with
the atmospheric
music and cinematic
effects it makes for a
truly amazing experi-
ence. The game itself
looks absolutely stun-
ning as well. A first
person perspective is
used, with a 360
degree rotatable view
via the mouse.
PClRiRMlrlfeE/
unfortunately, and this area is
where the game might tend to fall
down juuust a little - gameplay.
There are around 50 characters
to interact with throughout the
story, and 5 worlds to explore but
in the preview version we had a
look at there was a lot of aimless
wandering around. At first, it's
no big deal, because the scenery
is so beautiful that you tend not
to notice. After a while though it
does get a tad annoying, and
there didn’t seem to be enough
control over your movement
either. You might be able to look
around 360 degrees, but mostly
all you can do is move in one or
two directions. Then there’s the
characters - interaction is fairly
limited, and we found ourselves
just running through the options
presented (talk about the Queen,
talk about someone else, etc)
until something happened.
However, it was only a preview
version, and the puzzles were
pretty good. Atlantis: The Lost
Tales looks fantastic, but as to
whether it turns out to be a fan-
tastic game overall we’ll have to
let you know.
X-Car
Category
Players
Publisher
Available
Racing
l-TBA
Bethesda
July/August
the whole thing smells very much
like Need for Speed, but bigger and
with more. More tracks, more cars,
“customisable reality controls” even.
For your probable outlay of $89.95,
you get: 8 tracks based on real cir-
cuits, 10 pretend tracks, 4 test tracks
and 15 “hi-tech, near future race
machines”. That's a whole lot more
than Need for Speed.
It's all built around Bethesda’s
3D X(n)gine. This is what the
Terminator games are
built with and they
run in SVGA at good
speeds on a reason-
able system, so after
tweaking it for a dri-
ving game the results
should be good.
Many car setup
options are incorpo-
rated, including
recorded telemetry
data to assist configur-
ing your car for peak performance.
Multiplayer support will be
included out of the box. That
means network and modem.
Nothing has been said of internet
play yet and it appears the olde
worlde direct serial cable seems to
have been ignored completely.
More cars and tracks than other
games does not automatically quali-
fy this as better, so wait until the
full review for the final word.
El 29
■■H
■
Duckman-
The legend of the fall
Category
Players
Publisher
Available
Graphic adventure
1
Playmates Interactive
August/ September
I t's the television show that
has cult written all over it;
quirky and politically-very-
incorrect characters, ‘name’
Hollywood actors in lead
roles (Jason Alexander, Nancy
Travis, Dweezil Zappa, Tim
Curry), and cameos from the
likes of Sandra Bernhard,
David Duchovny, Bronson
Pichot, Lisa Kudrow, Sheena
Easton and others, as
well as hilarious
plots and bitingly
funny satire.
For those as-yet-
unenlightened among us,
Duckman is a cartoon in
the anti-Disney mould of
the Simpsons, with per-
haps (dare we say it)
even more of a dark
side. We’ve only recently had the
pleasure of viewing this classic
show in Australia so if you haven’t
seen it yet, get into it now -
Monday nights at around n on the
Stokes network. The
central character,
Duckman himself
(given voice by Jason
Alexander of Seinfeld
fame) is a complete loser
of a private detective
and failed single
parent family man.
His family is comprised
of his two and a half sons -
one has two heads for one body
and the other has one body and no
Drain. His sister in law, and dead
wife’s twin, Bernice (Nancy Travis
from Almost Perfect) lives with
him and her mission is to make
Duckman’s life as miserable as
possible, while Granma-ma just
watches TV and farts (achiev-
ng much the same effect that
Bernice aspires to).
Every hero needs his sidekick and
straight guy though, and Duckman’s
is Comfed, a pig with a taste for
solving crime. His tireless efforts
usually save Duckman from his stu-
pidity, and his
deadpan deliv-
ery is often
where some of
the funniest
lines emerge -
imagine a cross
between Joe Friday and
Stephen Wright. Then
there’s the office assis-
tants, Fluffy and
Uranus, annoyingly
cute care bear like crea-
tures that get squashed,
mutilated, and general-
ly destroyed on a regu-
lar basis by Duckman,
yet they remain as cheerful as ever -
they're essentially your Ned Flanders
type characters.
And this provides a nice little
segue into the game itself, we’ve
only had a look at a fairly limited
demo version, but there’s plenty of
opportunity to traumatise the
annoying little assistants. For
example, clicking on the fish tank
in their house (where they are try-
ing to train a piranha to be nicer to
other animals) will get you a nice
little animation of Duckman stuff-
ing the bears into the fish tank and
them getting their heads bitten off.
Not to worry though, cheerfully
singing ‘this is the way we sew our
heads, sew our heads...’ they'll
soon be ready to assist you once
again. There’s always the
microwave to test out...
It’s not all destructifying innocent-
ly annoying care bears, though,
there's a plot as well! It starts from
the peak of Duckman’s career, his
TV show is a hit, he can afford
expensive prostitutes, and everything
is looking good for him. At the stu-
dios though, a decision is made to
enhance Duckman’s image, and
replace him with a virile and good
looking character. So begins
Duckman’s fall from fame (hence
the tide), and so begins your task to
drag him back up from the
abyss to stardom once again. It’s
essentially a point and click
adventure, with an authentic
animated style - apparendy
there’s over 10,000 hand-ren-
dered frames for around 40
locations and 80 scenes. Then
there were the voices -
Duckman sounded suspiciously
like someone trying to sound
like Duckman rather than David
Jason’s Duckman, but the blurb
proclaims that ‘many of the
stars from the show’ feature in
the dialogue. In truth, it doesn’t
really matter all that much, all
the voices we heard were fine
(and plenty funny too). It looks
good, sounds (mosdy) good, and
if it’s anywhere close to the stan-
dard of the TV show, then it's
going to be one to watch out for.
We’ll let you know more when
we get the full version.
Duckman - looking very much like the sort of graphic
adventure we will get lots of letters in Oracle about.
PC
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humans as well as make war with
both when it suits their purpose.
They also promise a free ‘Internet
lobby matching service’ - not a
games server a’la Westwood Chat
or Battle.net, but a good move
nonetheless, as well as support for
network and modem play of
course.
It all sounds pretty damn great to
use, with the ability to build and
maintain huge empires that span
the dawn of civilisation through
10,000 years, recreate historical bat-
tles like Sparta and Athens, or
Persia and Macedonia, and make
use of around 40 unit types,
upgrades and buildings. There’s
more too - true terrain elevation,
massive maps, a detailed economic
model, diplomacy, trade - and all in
real time! It really looks like it might
be a jaw dropper of a game. At
PowerPlay we tend to get a bit jaded
about games at times, particularly
those in the real time action strategy
genre, but upcoming releases like
Dark Reign and Age of Empires
reaffirm our faith considerably. As
soon as we get our hands on a copy,
we'll let you know whether it’s as
good as it sounds - let's hope it is.
CIC meets Civ2 on an
even bigger scale with
heaps off improvements
to boot. Oh yes!
and multi player
replayability. Then
there’s the map editor and genera-
tor, so you’ll be able to create and
edit maps, as well as the opportu-
nity to play in an infinite number
of worlds.
One of the greatest disappoint-
ments with Civilisation was the
lack of multiplayability, and this
marred an otherwise excellent
game, and one of the major criti-
cisms of Civnet was that it was so
buggy. Shelley has a somewhat
unique view on the whole multi-
player issue, and has said
“Multiplayer is very hot right
now.. .[but] I think it’s very prema-
ture to ignore the single player”.
He says that Age of Empires has
been designed from the ground
up as a multiplayer game, though
it also has substantial
single player support
with multiple levels of
difficulty and 12 differ-
ent civilisations to
choose from. Then
there’s the AI for sin-
gle and multiplayer
games - Ensemble
promise a robust AI
that will form alliances
with other AI and
T his, simply put, looks
absolutely fantastic. How
many of you played Civ2
and thought how much fun it
would be to have real time combat
sequences? How many of you
played Warcraft 2 or C&C and
wondered what it would be like if
the games had more scope - like
10,000 years worth of develop-
ment? Well, ok, maybe not all that
many of you had thoughts along
those lines, but it's a damn good
idea isn’t it? In fact, it’s a damn
good idea that ex-MicroProse
developer Bruce Shelley had and
when he teamed up with
Ensemble Studios it was turned
into a concept and soon you’re
going to be able to get your grub-
by hands on what might be an
awesome game.
As with another release, from
(roughly) the same genre, Dark
Reign, Age Of Empires has taken
all the good bits from Civ2, C&C
and Warcraft2 and added plenty of
enhancements as well. To begin
with, there’s going to be a wide
range of victory conditions for
enhanced replayability. As well,
there will be plenty of technologi-
cal developments
(more than one games
worth) so that you can
develop with a num-
ber of different strate-
gies, again for single
Age of
Category
Players
Publisher
Available
Real time action strategy
| l-TBA
| Microsoft
| August/ September
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Little Big Adventure 2
you will see Twinsen
from the usual per-
spective, but once he
starts walking around the camera
will pan or swing to accommodate
the best and most useful view.
Backgrounds are promised to be
more sumptuously detailed than
the already pristine SVGA splen-
dour of the first game. The anima-
tion, too, will be of an even higher
quality.
As far as the gameplay is con-
cerned, Twinsen will still be able to
operate in several different behav-
iour modes (you know, Athletic,
Aggressive, Discreet, and Normal)
and certainly ought to have
retained his wicked ‘magic ball’ (as
well as having collected a number
of additional weapons in the mean
time). Oh, and saving games will
thankfully be a much simpler and
more straightforward task. Phew!
If some doubt still lingers as to
whether Adeline can scale such
mighty heights again, just remem-
ber this. With Alone In The Dark,
LBA, and Time Commando already
inked in as PC classics, they
haven’t made a poor game yet.
Why on earth would they want to
start now?
David Wildgoose
Category
Players
Publisher
Available
Adventure
| 1
| Activision
| September
Q uite some time has passed
since the first opportunity
I had to journey to the
beautiful planet of Twinsun - so-
called because it is indeed situated
directly between two suns, creat-
ing a kind of ‘polar ring' at the
equator. It's also been nearly three
years, in fact, since I waved a teary
goodbye to Twinsen himself, and
all his friends (his lovely wife Zoe,
the Quetches, the Grobos, the
Rabibunnies, the EVIL-and-not-
fun-at-all-really Dr Funfrock) on
Principal Island. I don’t know
about you, but I've missed them
all terribly.
So please excuse me for getting
all extravagantly carried away and
shamelessly excited about the
news that Little Big Adventure 2
is in the process of being complet-
ed by those French folk at Adeline
and primed for
release later
this year. Yay!
Will it be like
old times
again? Will it
be as elegantly
playable? Will
the story be told
in that beguil-
ingly, heartbreakingly innocent
fashion again? Will it manage to
tippy-toe along that same precise
line between drama-charged adven-
ture and swashbuckling action?
Will the graphics possess the same
extraordinary beauty? Will the cast
of characters be as lovable and
memorable and charismatic and
adorable? Will it have abandoned
that appallingly ill-conceived save
game method?
According to Adeline, the answer
to all these questions is an unre-
served “YES!”. It will be like old
times again - only better. For the
moment, however, we’ll just have
to take their word for it. Since, as
Exquisite graphics
even better than the
first one. It looks like
Adeline are onto
another winner
is increasingly the case, the only
pre-release information we can get
hold of (beyond the most general
and vague gameplay indications) is
what the graphics will be like.
Either gameplay is viewed as negli-
gible, or it’s much easier to hype
the visual side of things. Or per-
haps a combination of both. Hmm.
So we know that, while LBA pre-
sented a flick-screen isometric
view, its sequel has evolved to
incorporate a moving camera view.
Thus, when you enter a location
WarCraft
Battle Chest
Diablo
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From Brisbane comes the next world-beating killer game.
by Ben Mansill
ow does an unknown all game developers were as organ-
Australian company with ised and professional as Auran
no track record gain the then there would be no late
excited attention of the world’s games. Period,
gamers? This is no easy feat - espe- It starts and finishes with the
dally considering the fact that team. These guys not only turn up
Dark Reign is about to enter a to work in their Dark Reign
genre which is more critically Development Team shirts - they
analysed than any other. even iron them! Wild eh?! All have
We gamers know the answer. a passion for the project
It’s a simple truth that that's impossible to
transcends flash graph- fake. They bubbled
ics or star-studded excitedly as the
FMV - it’s game- most rninor °f
play and Dark „*** details was
Reign has it in * ^ explained. We
abundance. The old ^ played a few network
generation of real-time strat- ^ games; “please be gen-
egy had gone about as far as it ~ tie with me” I begged,
could. It was time for an overhaul. They sincerely agreed to take
New unit and terrain graphics are it easy and just demonstrate the
no longer enough. Slight re-work- game features... Well, that was
ings of established methods are before the game started, once
becoming dull. We need some- underway it was all on. No special
thing completely revolutionary and consideration, I think they’d for-
Dark Reign delivers. gotten I existed - they were playing
This is the next generation of their game and that was all that
real-time strategy and it’s come mattered. These were people who
from a small Brisbane company had their dream job and knew it.
with no previous experience. Dark Reign really is a game for
We had to know more. So, right gamers, by gamers. They’ll be
when the development team was at playing the full game for months
its peak of ultra-productive super- to come just as excitedly as you
efficiency, finishing Dark Reign will be. It would be nice to imag-
and incorporating those finishing ine that all games were made by
touches, 1 visited and made them such people...
spend a whole day showing me
their gear. Yes, Dark Reign will be The guy that made it happen
i day late and it’s my fault. Greg Lane is the boss. He, unlike
most game producers, is passionate-
The Team ly concerned with both getting the
Having spent time in the offices game to the gamers on time and
of big ‘n fabulous overseas devel- making sure it's done right. Most
opers, I wasn't expecting much... producers are only concerned with
Boy was I surprised! Auran is a the former. Greg also has grand
shining example of how a develop- plans for Auran. After Dark Reign
ment team ought to be run. Never is completed the team heads off to
again will I tolerate late games! If Fiji for a break (take note employ-
ers: overseas holidays motivate),
then they move to their glamorous
new premises and get cracking on
the next project. You’ll be hearing a
lot about Auran in the coming things can
years. They are destined to become grow a lot during a project like
a major player in the international this. You need good financial
games market, that looks certain. backing to be able to grow at the
Greg took time out to answer a rate we have,
few questions about the game, the How many people current work
company and the future: for Auran and a brood breakdown
of how many people do what?
How did you get started? How We currently have 22 people. 15
are directly involved with Dark
Reign and the other 7 are manage-
Auran started when my partner ment, marketing, web site and
and I were talking about future office staff. Of the 15 doing work
business opportunities during a on Dark Reign, 8 are program-
new years eve party in 94/95. I ming staff and 7 are art staff,
had always been
involved with comput- The employees attitude in the
ers and wargames and V # Auran offices is of razor-
we thought that a win- sharp professionalism com-
dow of opportuni- „ k
ty existed fora enthusiasm -
new company to
write a multiplay- ' perspective
er strategy game. you've got to be
V % w* 1 pretty happy with
From o * that, how hard was it to
business/financing perspective, assemble such a team and how
what process takes place do you maintain the otmos-
between the initial concept and phere?
To find these people was very
hard. We have a well defined set
That’s a big question and with- of criteria that we look for in our
out writing a novel, one that’s staff and part of that is the ability
hard to answer. I suppose that in to work well in a team environ-
a nutshell it's very important to ment. I think that goes a long way
have a concept and focus on it. to maintaining the right atmos-
It’s very easy to loose track and phere in the office and the other
that just adds time to the project. thing that really helps is the ping
From a finance point of view, pong table.
P 36
PowerPlay
The star programmers (modestly
hiding behind a wall)
What other projects do you hove
planned?
We have a number of other pro-
jects planned during the course
of the next year.
Each of our pro-
jects are num-
bered internally
as Pi, P2, P3 etc.
Dark Reign is
internally code
named PiD. We
have plans for
PiC, PiH, PiV,
P2, P3 and P4. The research and
design work on a number of
these projects has already been
started or even completed in
some cases. We don't wish to let
the cat out of the bag on what
they will be just yet, suffice to say
that all of them will push the
genre’s they are in to new
heights!
What's the relationship with
Activision? Are you happy with
their contribution?
Activision are co-developing Dark
Reign with us. The division of
labour is such that the design work
is done in LA and we do the art
and coding here. There are a few
areas of overlap but as a rule that’s
where it stands.
Interest in Dark Reign is very
high, hove you had many direct
enquiries from keen gamers?
Absolutely, we always answer
every single mail or email that
comes into the office. We also
participate in a weekly meeting
on IRC (you can check our web
site for details - http://www.
auran.com ) in which we answer
questions concerning the game.
An abundance of
3D rendered
models is found
in Dark reign, all
done by the
crew below
How do you see the future of the
internet for gamers? Is it the
absolute future of gaming, or
more an attractive value-adder
for greater multiploy versatility?
I think that people will still want
to play games standalone, but that
the internet will be a huge growth
area in the future. I believe that we
will shortly see an explosion of
internet based multiplayer games.
Also, with the advent of recent low
latency connections, online gaming
can only prosper.
Whot do you ploy for fun Greg?
What's in your personal collec-
tion that you treasure and will
always have around for o gome?
I play War 2, Civilisation and a
board game titled World in Flames
(which by the way is also an
Australian product). My all time
favourite though and one that I
still enjoy is DOOM.
Do you hove any advice for
anyone wonting to get into
the industry - artists or pro-
grammers for example?
Send in your resume! We are
growing at an incredible rate and
we are always looking for great
new talent. In the case of program-
mers, they must have an excellent
understanding of C and C++ and
have been coding for some time.
For artists, they must be creative
and be excellent 2D or 3D artists,
again with a number of years work
experience.
Did you have a clear plan for
Dork Reign's development, with
a set schedule, or was it a case
of keep at it for os long os it
takes?
The DR schedule did grow during
development, but only as a result of
a broader market acceptance of the
product, and not due to feature
creep as is often the case. During
each of these growth spurts we
have had a defined set of goals for
the product and we made sure we
met these before continuing.
The real-time strategy genre
began with Dune 2 and was
brought to the forefront with
CCC and Warcraft, now it's
looking like every developer
either has a simi-
lar gome already out, or one in
development. Thus far they've
all been fairly dull variations on
the theme without any real
progress being made, how will
Dark Reign fore and why?
I believe Dark Reign will fare
very well. It is a mixture of all of
the games you mentioned, but also
includes a vast array of new fea-
tures that none of our competitors
have. With that mix I think we can
only do better than anything else
on the shelf.
What do you like and dislike
about both CGC and Warcraft/2?
Firstly I think all of them are
great games. We still play them
and 1 think we drew on these
games quite a bit. C&C has a really
good feel to it. The movement and
terrain is nice and overall it’s a fast
paced game. War 2 I think excels
in strategy and game balance. It is
so well thought out and plays so
easily that it’s a good example of
the KISS principle.
It seemed that you have many
more ideas than could be
included in the gome, con you
use this overflow of concepts in
later gomes ? Does Dark Reign
hove a future of sequels ahead
of it?
Indeed it does. We
have a list which we call
the production overflow,
which is to say all the
features that won’t
make it into Dark
Reign. Work on Dark
Reign 2 starts in late
July and if you think
Dark Reign is amazing
wait till you see DR2!
0
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The big one has hit. You can safely delete those
“not bad” games you thought you might play
again one day, for here is Dark Reign and all the
strategy gaming you’ll need for quite a while...
N ow this is exciting. The
games industry has been
abuzz with the likes of “It's
supposed to better than Command
and Conquer”. In anticipation of
the release, web pages have sprung
up proclaiming a new era of Real
Time Combat is about to dawn
upon us. Even the usually hard-
ened and cynical corridors of
Plus
www.activision.com
www.auran.com -The
Australian designers of
Dark Reign.
flUMn
DARK REIRJJ
>' »V
isff 1
w V?
'V- i
Old-style tank melee’s still occur, but this is a
game of high-tech trickery.
Power Play were the
scene of some shaky
knee excitement
when it finally
arrived for review.
Dark Reign is here
and oh my, things
are looking sweet.
Good guys,
bad guys
The scene is set.
Earth and its’ space-
bound empire is a dark and des-
perate place. The fascist bully boy
(boo-hiss) Imperium are up against
The Freedom Guard, the type of
people that fight for the good
things in life. Well in
this case, they are
fighting for the right
to drink water and not
be killed at the age of
25. Seems a fair cause
to fight for.
The next level
Dark Reign
promised many sig-
nificant enhance-
ments over previous
Real Time Combat
games. One of the most interesting
being units involved in greater
interaction with the environment.
All of the land types, from
swamps, roads and mountains
have an effect on particular units.
This sees Infantry slowing down as
they cross a mountain, but fast
footing it over plains. Vehicles
gaining speed down that strategi-
cally important road, but coming to
a crawl through that swampy area.
In an aim for further realism each
unit’s sight is guided by its posi-
tion amongst everything. For
example, an Infantry unit will see
further while on top of a hill than a
unit placed in a neighbouring val-
ley. While all this is the “next level”
Buildings can be placed almost
anywhere
battles when the need arises.
Dark Reign is a very major step
in Real Time Strategy. The title
“C&C/War2 clone” does not do it
justice. The designers have suc-
ceeded in giving each unit a partic-
ular role to play in certain environ-
ments. There aren't too many units
that will be relegated to the “I’ll
never need that” category, i.e. the
spy from Red Alert. The strong
emphasis on subversive activities,
as well as straight up troop vs
troop combat does require a strong
attention span at times, but that
comes with the territory. This
game is going to rock the world of
real time combat in a big way.
Peter Sharpe
destruction, you can still pack up & rebuild elsewhere
The interface is powerful & sensible.
of real time warfare, it’s initially
hard to get to grips with. If you are
(like myself) a C&C fan, grouping
together some units and sending
them over to the far side of the
map with a click on the radar dis-
play is a common practice. Dark
Reign on the other hand often
requires unit supervision as you
send that strikeforce into a moun-
tainous region, where both their
line of sight and movement can be
adversely affected.
Like C&C and very unlike War2,
both sides in Dark Reign have a dif-
ferent arsenal of goodies. The
Freedom Guard tend to rely upon
mobility and stealth, but in a very
non wimpy kick ass way. You know
where the Imperial base is, but keep-
ing an eye on it is proving quite dif-
ficult. How about morphing a scout
into a tree and sending him over to
the perimeter of the base to keep an
eye on your enemy? Phasing is an
equally interesting pastime, allowing
specific units the ability to sink into
the ground concealing their posi-
tion. This can lead to
leaving your base
seemingly undefend-
ed, as the enemy
marches in only to
have 15 Phasing
Tanks rise up out of
the ground. A sight to
truly behold.
Multiplayer
balance
Beautiful The Empire are
more of your up
front, hit’em hard boys, but they can
still pull the occasional rabbit out of
the hat (and a bloody mean one at
that). Big Tanks, Cyborg Infantry
and fearsome flying machines...
these bully boys get all the mean
stuff. One of the meanest being the
Hostage Taker. Picture kidnapping
enemy troops, brainwashing them
and releasing the blighters (under
your control) with bombs planted on
their backs. Warning, this tactic
could cause friends to suddenly take
an immense dislike to you.
Base construction
relies upon the har-
vesting of precious
water, which is then
sold for credits. Each
building constructs
specific types of
units, the aim being
to upgrade these
facilities so as you
can produce the real-
ly go get’em equip-
ment. The art of con-
struction, Dark
Reign-style comes in the balancing
act you have to continually strive
for. Do you pursue a strong infantry
army complete with Medics and
supported by Phasing, or do you go
for artillery and air support? This
will all depend on the environment
and of course investigation of your
enemies plans. Of course you could
decide to upgrade all your buildings
and go for the lot, but then, water
can be a scarce and hard fought
commodity.
Busy but bearable
With all these complex going
ons, you could gain an impression
of Dark Reign being a nightmare
of mouse clicking and infinite sub
menu after sub menu. Not so with
features like the ability to stack
production of units, which was
well used in KKND. You just click
on a production icon a set amount
of times, and the factory will pro-
duce that many... credits permit-
ting. It’s a thumbs up feature that
lets you go off and concentrate on
Fast recon bikes meet heavy tanks
94©
Activision
$89.95
TBA
Now
Lots of decision
making with large
variety of units,
weapons and the
like that all mesh
together for a com-
pelling experience.
In the early stages,
it can be tough to
pick out the land-
scape. eg. height of
mountains etc.
P90, 8Mb RAM,
WIN95
P100, 16Mb RAM
e
DARK REIGN continued
BUILD COMM3 MENU
ORDERS |" PATHS ^ SPECIAL
Add Wayptxntj
Nor* frlectH
COOL FEATURES
lTOjT-»
Dark Reign has numerous high-
lights which lift it above the crowd,
here are but a few:
• Huge maps that can contain eight
player LAN games with minimal
claustrophobia.
• The Infiltrator -Both sides have
access to this very useful character. The idea is to sneak him into an
enemy building and steal the plans for certain enemy units which you
would love to build and add to your arsenal. Upon gaining the plans, you
then have to get him back to your H.Q. safely. To make life difficult, the
Infiltrator can get discovered during the covert activities which can blow
the whole deal. An added advantage is the ability to morph into an enemy
infantry unit. Makes the Red Alert spy look very lacklustre indeed.
• The Amper -A nasty Imperial device that injects soldiers with a sub-
stance that fully heals, but then slowly poisons. Funny how those enemy
soldiers are looking greener by the second.
• The Phase structure -If your strategy requires lots of phased/hidden
units protect this building with your big guns. If it gets damaged your
phased units could suddenly become very conspicuous.
• Phase Runner -Freedom Guard favourite. A transport that has capacity for
five units. It travels underground (and unseen by enemy) to any location,
rises up and does the unload. Perfect for that friendly unannounced drop in.
• Waypoints -Basic waypoints allows you to place markers which your
troops follow, perfect for avoiding that “suspicious” looking mountain
pass. An advanced option will have you setting up patrol routes and reg-
ular paths, useful for stopping your freighters from straying into danger-
ous territory.
• Intelligent troops -There is a menu setting allowing troops to enter
various states of mind including Guard mode through to “Assertive kick
some at all costs” mode. Use this in conjunction with waypointing for
some interesting behaviour.
• Decoy Building -The Freedom Guard get to use these diversional
structures which happen to be cheap and use no power. Fall over like
wet cardboard though, use them to buy time.
• Decoy Units -Very tricky Imperial option. Make a huge squadron of
decoy Tachion Tanks and park them on the perimeter of your base. Your
friend/enemy will think twice before engaging your base after eyeballing
your assembled forces. A very likely game turning, fear inducing strategy.
• The Imperial Temporal Gate -just like the Chronosphere in Red Alert
except you can teleport up to five units, and living things go through
unharmed... definite possibilities. The Infiltrator comes to mind, but
remember you have to get him back home.
• Veteran soldiers -Some units will gain battlefield experience and conse-
quently acquire extra abilities. The Scout can upgrade to the Sniper which
allows for picking off enemy infantry. The normally pacifist Mechanic can
turn nasty and become a Saboteur, dropping installations to half their
strength. Keep those boys in the field and they will work for you.
Clcai A« Delete
Setting waypoints (why didn't
they think of that before?)
(Top) the Temporal rift
swallows buildings
[EDI
THE UNITS
FREEDOM GUARD
~,-v£r
Rapid Armour
Transport
Spider Bike -Equipped with Rail Gun and medi-
um armour. Fast and takes on most terrain.
Skirmish Tank -Missile launcher, mainstay
weapon but can’t tackle the steep slopes.
Triple Rail Hover Tank -The Big Boy of the good
guys armour. Heavy armour, big guns but slow
and can’t tackle even the
slightest of hills.
Tank Hunter -Emits an electrical discharge for close
encounters, good for cornered opponents.
Phase Tank -Sneaky, can sit underground waiting to
snare that well planned trap of yours. Lightly
armoured, keep them in nice sized groups for that
special “Surprise” welcome.
Hellstorm Artillery -Long range, explosive cloud. Good armour, but needs
support.
Rapid Armour Transport -Carries up to five men. When
not moving, has a camouflage ability.
Flak Jak -Ground to air mobile missile launcher. Needs
backup against ground attack.
Outrider -Flyer, effective air to ground missiles. Escort
with the Sky Bike.
Sky Bike -Air to air attack, have a squadron handy for
keeping the skies a safe place to fly.
Raider -Standard grunt infantry,
but can phase. The look on your
friend’s face when 20 of these
guys rise out of the mud...
Mercenary -Beefed up infantry, does the job.
Scout -Morph and keep morphing to get a scope
on the battlefield.
Field Medic/Mechanic -keep things healthy
amongst your troops.
Martyr -Grunt with suicide bomb attached, yes it’s going to hurt.
Shockwave -A huge underground earthquake that spreads to your enemy
doing damage in it’s path. Uses phase technology and very nasty indeed.
Raider
?:■ -\-
V . V
r‘
r **
ji-
t ■**
Scout
Mercenary
IMPERIUM UNITS
Scout Tank -Not as wimpy as it sounds. Fast and
as with all Imperial tanks, utilizes Hover-craft
technology.
Plasma Tank -The main
tank of the Imperium,
slowish but packs a punch.
Only likes the flat terrain
though.
Tachion Tank -The biggest
and baddest. Can self destruct for extra misery.
Shredder -A large blade that slices through
infantry, only the bad guys could use something like this.
Invader Troop Transport -Standard grunt carrier.
M.A.D. -Mobile air defense that shoots bladed projectiles
at enemy flyers. Needs heavy ground support.
Cyclone -Master of the air, has both air to air and air to
ground attacks. Limited ordinance requires constant re-
arming.
Sky Fortress -Slow, floating bringer of destruction.
Be afraid, very afraid...
Guardian -The basic grunt of
the bad guys.
Bion -Cyborg killing
machine. An army of Arnie’s,
that’s got to be bad news.
Exterminator -Grunt with jet pack, fly over the
mountains that the tanks can’t cross.
> *
> -
>-
>
Exterminator
MULTIPLAY
The talents behind Dark Reign
realised that multi-player is of vital
interest to real time combat lovers.
After all, not many of us are still
playing C&C or War2 against the
computer are we?
First item on the agenda was
making sure no nasty linear tac-
tics crept into the game, ala the
dreaded Tank Rush syndrome.
This has been achieved by mak-
ing different units suit specific
environments. The clever use of
subversive units like the
Infiltrator are also beneficial.
Rather than the fairly bland use
of allies seen previously, teaming
up with another player can offer
some interesting situations.
Giving money to that cash
strapped partner can help bolster
your second front. If you are feel-
ing in a very charitable mood, you
can donate some of your units on
the battlefield to your partner's
control. Just make sure you don’t
give him the really top notch
gear, or maybe a backstab won't
be too far away. All of the multi-
player arenas are catered for.
Modem, serial, Internet (up to 4
players) and the mighty LAN for
that big junk food indulging 8
player shout fest. The need for
transferring of information
between machines has been kept
to a minimum, so Internet play
with more than two people
should be a viable proposition.
Looks like their won’t be too
many lonely Dark Reign players.
TH E ED ITOR
The Editor is a major part of Dark
Reign, not some tacky last minute
add on. Having full control of
everything from terrain height right
through to the brush shapes used
in contouring the land, makes this
an exercise in art at times. The
Editor also allows placement of
starting units and buildings in chal-
lenging positions. The trick here is
to make maps that require clever
use of units. If you exclude moun-
tains and have a flat and featureless
battlefield a boring tank rush could
be the result. On the other hand
the use of water, swamps and some
mountains will result in scouting
and an interesting skirmish requir-
ing a variety of tactics and units.
Mind you, my maps still look like
somebody puked on the planet
Bizzaro. Practice and playtesting
and lots of it.
Expert a rush of net sites with new maps, courtesy of the editor
CUSTOM GAMING
Maybe you crave to go that one
further step than the game editor.
Nestled in the Dark Reign install
path is a folder called “Deftxt”.
Contained within this folder are
nine important text files. Each one
of these files sets up the parame-
ters for units, buildings, terrain
basically everything. By editing
these files you can customize near-
ly every aspect of Dark Reign. If I
wanted my normally ground based
Mercenary Soldier to have flying
ability I simply open “Unit.txt”
scroll down the list and replace
“Ground” with the word “Flying”
next to the Mercenary movement
entry line. Things can get a lot
more complex than that, but there
is a key to all the variables at the
top of each text file. One important
word of caution, always make a
backup before changing anything
as some of these variables do very
screwy things.
G. & V ADVANCE ELECTRONICS
P.0 BOX 602, WOOLAHRA, 2025. SYDNEY. AUSTRALIA. PH: 61 2 9362 0043 E-mail: gand@tmx.com.au FAX: 61 2 9362 3270
*► 1 *
Here it is. The almost-perfect blend of instant
action and gratifying realism.
COMANCHE 3
Beautiful cockpit design. Practical & unobtrusive.
Full-screen mode is available too
The Comanche*s altitude is artificially limited
F rom the moment I first
fired up this game, Dolby
Surround Sound filled my
ears. Let me tell you, I was
impressed! Comanche 3 (C3) is a
surprise indeed. Gone is the
arcade game play, ridiculous
missions and too simplistic
flight model that we found in
the two previous games. Instead,
it is quite obvious that the
design team actually did go and
take a peek at a real Comanche,
and they’ve obviously had some
help from someone with a mili-
tary mindset because the mis-
sion briefings now make sense.
These advances are minor com-
pared to the overall brilliant pre-
sentation of this game, its 3D
graphics, surround sound and
playability.
Real terrain
C3 is a DOS game that runs with-
out a hitch in Win95. I noticed no
degradation of frame rate in Win
95, and this is quite an achieve-
ment because it does not use
DirectX drivers. The game’s graph-
ics engine is the Novalogic Voxel
Space 2 three dimensional imaging
system which produces detailed
texture mapped terrain and objects
with depth and striking realism.
It’s a terrific improvement on the
previous graphics engine, and for
my money it provides the most
realistic low level scenery that I’ve
seen to date in any flight simula-
tion. Want real terrain features to
mask behind? You’ve got them!
Want many different types of trees
and other vegetation... you've got
them! Absolutely superb.
These are all gameplay shots. Impressive huh?
Communications is the fourth
dimension to the modern battlefield
and Novalogic have captured it
beautifully in C3. “Griffin 23 you are
cleared for departure”, a “Roger”
from your CP/G then off you go to
experience a fair degree of battle-
field sound realism. Throughout the
Another mission begins
flight you will hear the radio chatter
of friendly pilots, and if another air-
craft crosses your path, you will
hear it cross left to right. Come up
behind the armour you are support-
ing and hear the roar of their
engines, and the crack and thump
of weapons systems and artillery
Just explore & look...
Buddabuddabuddabudda...
fire missions. Sound support is well
done, but does go a bit overboard
when you can hear the birds chirp-
ing as you pass a tree.
But no choice of weapons!
Four Operations are available,
totalling 32 missions in all. This
enables game play in Siberia,
Cuba, the Persian Gulf and the
Black Sea area. Each Operation
consists of eight missions, and
each mission falls within the story
line of the operation and is con-
vincing in its task. During the
briefing you will usually be given
primary and secondary objectives,
sometimes a FARP, and often you
will find that you have a number of
artillery Fire Missions and even a
JSTARS allocated in support. The
latter provides a “god like” view of
the battlefield direct to your Threat
Display via a data link from an
AWACS type aircraft that can track
and identify individual objects all
the way to ground level. It was
however, a bit disappointing to see
no option to alter waypoints or
weapons loadout.
Mission objectives include escort-
ing trains, destruction of communi-
cations arrays, biochemical plants,
oil rigs, submarine pens, patrol
boats, and enemy air and ground
attack assets. Often you will be
tasked to cooperate with other
friendly forces on a
mission such as
“lase” a target or sup-
port an armoured
thrust. Just wait until
you call in a Fire
Mission, “Roger 26,
Fire Mission out”
then feel the air
vibrate as the shells
strike the GPS coordi-
nates you just “lased”.
Gameplay over an
IPX Network is
exceptional because it permits up
to nine players to act cooperatively
on all 32 single player missions!
What is more, you don’t have to
buy eight more copies of the game
to do so; all you have to do is load
the cooperative mode for operation
without CD (109MB) on all sta-
tions and insert the CD in the mas-
ter station and hey presto., you're
all in the same virtual world.
Well, as I said its a fun game. It’s
far from the old Comanche, but
nowhere near the realism of Jane’s
real thing, particularly if you are
using rudders, throttle and stick.
Watch out though, there is a bug
in the throttle stick code, nudge it
up a bit and nothing happens, then
wang you’re up to 120% torque
and shooting skyward. It takes a bit
of getting used too!
32 missions is limited for today’s
flight simulators, so I can feel a
mission disk coming on. I hope
they fix the throttle bug and pro-
vide many more missions.
Maj. Ian Lindgren
The scenario design is original & compelling
Longbow or DI’s Apache. But not
everyone likes to fiddle with multi-
ple MFDs while adjusting radar
azimuths and ranges, while select-
ing different sensors to get a lock
on! C3 will lock on to any target
with the tap of a key then allow you
to destroy the target when in range.
It’s truly amazing to see bits and
pieces fall off targets as you hit
them, and believe me, if you are
too close you will be damaged by
the debris. Hoverhold permits
accurate NOE flying, and the
Realistic Flight mode is close to the
Helicopter Flight Sim
1-9
EA/Novalogic
$79 95
TBA
Now
Brilliant graphics,
surround sound,
and multiplayer
options combine to
make this a fun sim.
Limited missions,
no customisation of
missions and no
weapons loadout
option are far from
that which is
expected in a mod-
ern flight sim.
P100 with 16 MB
RAM
P166, 32 Mb RAM,
AWE 32 Soundcard
PC
©
REDNECK
RAMPAGE
It was inevitable... Ves readers, here we have Funny Doom!
I had the opportunity to review
the preview of RR, and it
looked like great fun. Plenty of
humour, the good ‘ole Duke3D
engine, lots of blood and some
great totally unnecessary swearing
and violence. My appetite was well
and truly whetted, and when a full
copy came into the office I quickly
ripped off the shrink wrap and
whacked the CD into the drive.
‘This could be a biggie’, I was
thinking to myself as I installed
the game. Hurry up and install,
you bastard of a CD ROM • I
wanna play now !
Captive audience
Then a most alarming incident
took place - It’s not that I can't see
the point of an advertisement for
another game after the installation
is finished, in fact it’s not a bad
idea. However, immediately after
the files had been copied across to
my hard drive an ad for ‘Star Trek -
Academy’ began. It looked quite
pretty, so I watched it for a little
while. However, not being a Star
Trek fan, I quickly grew bored and
pressed the escape key. Nothing
happened, the ad kept running. So,
thinking that maybe I missed the
escape key I tried again, with the
same result. Frantically I began hit-
ting every key imaginable, and the
mouse as well, with growing anger.
The ad still ran. Thankfully it didn’t
run for that long, but still I was
plenty annoyed that I couldn’t
choose whether to watch it or not.
Anyway, casting the whole unfor-
tunate incident from my mind, it
was time to run the game. Maybe it
wasn’t such a bad thing that the
Trek ad ran before the game,
& :
f l V
> . VvhLfH AMMD? k.-vs ver vr,
1M» 6s Em a i to
On a Friday night, this place is
jumping
Redneck realism. Note the detailed graphics
capturing the “back hair that grows over the
shoulders and down the arms” look
'r r
% k
30 jMr 30 99
3VS ver W
Purty good Michael Jackson impression, fer a
danged zombie, that is
because I didn’t want to start the
game in a bad mood so I actually did
the unthinkable - 1 read the manual
before I played. Yes, it’s true, and
there goes what little credibility I
had, but at least I can tell you what
the story is. I promise to pray to the
GameGod and take penance as soon
as I’ve finished the review, ok? (3
hours of playing Trivial Pursuit with
my family should be plenty, I reck-
on). So here’s the story;
Bring on the aliens
It's all about Leonard (pro-
nounced ‘linnrd’ and when possi-
ble you should spit whilst saying it
for the full effect) and his quest to
rescue his good friend Bubba from
the alien invaders that have stolen
their prize pig,
Bessie. Just why
the aliens chose to
steal Linnrd’s
porcine ‘compan-
ion’ isn’t fully
explained - perhaps
it was the most intel-
ligent lifeform in the area. It’s not
just the pig that got took though,
them dang basterd aleeuns took
.
rpsOD- 1 2 ■ SHI 2
Stick 'em up, baa lamb, yer comin
home with me
that there skinny ole coot, Billy Ray
Jeter, an’ even Sheriff Hobbes and
you can stick a can of spam up my
ass and call me a hamburger if
they didn’t go ahead an clone ‘em
too! Them aleeuns gone ahead and
took near evryone else, and it was
just up to me, linnrd, to save the
whole damn town of Hickston and
git rid of them unnatural bein’s. I
gotta admit, I was pretty dang
pissed off seein’ as I was related to
most of the town, and no-one, not
even aleeun assholes messes with
ma family exceptin' other mem-
bers of the family - if n yer git my
meaning...
Time to open up a can of
whup-ass!
So, armed with his trusty .454
Casull pistol (‘it’ll blow a rabid
dogs head clear right out of his
ass’, says Linnrd), Linnrd sets of
to rescue his relatives and prize
pig. Of course, during his travels
(or more correctly, rampages)
there’s lot of other weapons to
pick up just lying around the
place in the pleasant way that
weapons and ammo just lie
around in these types of games.
Next up is the double barrelled
shotgun - which fires either one
or two shells at a time, depending
on how long you hold the trigger
down. If the shotty isn’t enough
there’s always the ranch rifle - a
fully automatic alien waster, but
beware, it’s got a bit of a kick to it,
so leave your finger on the trigger
too long and you’ll be shootin’ at
nothing but the clouds in the sky.
For those delicate matters though,
a stick or two of dynamite will
usually do the trick - be careful,
once you’ve lit the wick make it’s
a good idea to throw it, otherwise
you’re going to end up splattered
all over the walls. Throwing the
dynamite can get a bit tirin’ after
a while, and here’s where your
crossbow comes in pretty durn
handy. Stick a bit of dynamite on
to the arrows with some duct tape,
and you’re ready to send some
pretty fireworks to the domes -
real pretty when they go off inside
their guts. As if that ‘aint enough
there’s always the rip saw, it
works mighty fine up dose, and
it’s perfect for long distance muti-
lation too. Shoot off a few in close
quarters and watch them rebound
off the walls - mighty good fun.
It’s not just the donies that you
gotta deal with though, once you get
a bit closer to their ship you gotta
deal with the aliens themselves.
And they’ve got some nasty mothers
of weapons too, like
the alien guards with
guns fixed on their
arms. Luckily
enough, once you’ve
killed em dead-
er’n'elvis you can rip
off their arms and
use the gun yerself.
Sure you’ve gotta pull
on the aliens tendon
to fire, but it packs
one hell of a punch!
Then there’s them
alien wimmen-folk, they’re mighty
pretty but their breasts are more
than just pretty to
look at - they shoot an
awful lotta bullets
awful fast. The key is
to kill em somehow
and then rip their
breasts off and wear
em yerself. Don’t
make you look very
manly, but they come
in pretty darn handy
when you need lotsa
bullets real fast. Last
of yer opposition is
them alien turd min-
ions. Seems every time one a’ them
aliens does a crap,
their sheet gets up
and comes to get yer.
They jump about all
over the place too,
damn hard to get a
bead on em and it
don’t sound too nice
when you blow ‘em
up neither - sorta like
what it sounds like
when you eat too
much of that green
pepper chili, if n you
know what I mean...
Speaking of food, yer gonna get a
taste of some buckshot from the
donies from time to time, so you
might wanna chew on some deep
fried pork balls or take a few chugs
of some of the neces-
sities in life; beer and
whiskey. They make
you fell a damnsite
better, but you better
be careful here too -
taking a bit too much
whiskey on an empty
stomach can have
some unpleasant side
effects, like stumbling
around and falling
over.
The sensible bit
All up, it’s not quite as good as I
had at first hoped, but it’s still a
very decent game. Based on the
Duke3D engine, the graphics do
look more than a little dated, and
though it will work with a mouse
the game really doesn’t like it
much at all. The best thing about
the game is the humour,
undoubtably. Truckloads of inbred
one liners, and plenty of disgusting
cartoon violence too. The pity of it
is that even the humour can get a
bit annoying at times - sheer repe-
tition can get to you after a while,
no matter how funny the content
is. Mostly though, it’s how dated
the engine looks - I found it really
hard to get into the feel of the
game because of the look, and
there’s not really much more to
say. The manual is funny, the
game is funny for a while, but even
though there is a different feel to
the game, I couldn’t escape the
feeling that I'd done this kind of
thing before (which I had). Having
said that, I did have a damn fine
time playing, and I will be going
back for some more - multiplayer
will be very cool indeed. I just
don’t think it’ll be on my hard
drive in a couple of months time,
that’s all.
Gareth Jones
Taking out the pickup and trailer home
Texas buzz-saw massacre
www.interplay.com/red-
neck/index.html for the
‘cuss pack’ which will add
some even more offensive
speech. Cool!
Category
Inbred Duke3d done
Players
1-6
Publisher
Interplay/EA
Price
$89-95
Rating
MA15+
Available
Now
For
Rootin’, tootin’,
shootin’ good time!
Good variety of
weaponry, well
developed large
and detailed levels.
Drinking is encour-
aged, as is shooting
the livestock.
Game engine looks
dated, and there’s
nothing really all
that new. Maybe
not quite enough
variety in the mon-
sters.
P90, 16MB RAM, 2X
CD.
P133, 32MB RAM
BLOOD
B lood’s two main selling
points are, I suppose, that it
has licensed 3D Realms'
Build engine (which, I'm sure you
recall, was used to design Duke
Nukem 3D) and that it is a revolt*
ingly and, by turns, hilariously
bloodthirsty game.
But are these really selling
points? Let's take a look a the first
one - the Build engine. Sure, you’ll
almost certainly see “Created with
the Duke Nukem 3D Build
engine!” or something similar in a
prominent position on the box. I’m
sure, too, that most people will
think, “Yeah, Duke was a cool
game, so this Blood must be worth
checking out”. I know I did, but
then I thought about it some more.
And then played the game, of
course.
Competent functional
Duke was released over a year
ago (longer still if you count the
shareware version) and, as we're all
well aware, a year is an eternity in
gaming. No matter how great it
was, Duke is now an OLD game.
Since then Bethesda have given us
the XnGine-powered Terminator
games, id have the superior Quake,
Shiny have MDK, there’s the bril-
liant shareware Chasm, and we’ve
been seeing pics of Unreal, Prey
and Jedi Knights for months now.
Yet Monolith (the creators) expect
us to be excited about Blood using
Duke’s Build engine. They’re kid-
ding, right? Build, now, is a com-
petent, functional 3D engine - it’s
nothing special at all. By way of
hammering this point home, I’ve
just been informed that Duke
Nukem Forever will be using the
Quake engine.
Blood does feel very Duke
Nukemey. Because of this, we find
that the “mouse look” function
does not work all that well. As we
noted in our preview in May, play-
ing this way significantly slows the
game down. You might see this as
negating the distinct advantage
mouse-players have over keyboard
or joystick users in multiplay, but
even then I’m sure you would
agree that it’s a very odd way to go
about doing that. What about when
you want to play the solo game?
You're stuck with either an inaccu-
rate control or a slow control - it’s a
tough choice.
The other failing of the Build
engine is that it's only pseudo-3D.
Taking out a rather large spider with your trusty tommy gun
e
Hairspray + lighter = murder + mayhem
Monsters and objects are 2D, of
course, but the buildings and gen-
eral architecture aren’t true 3D
either. Everything appears to warp
or skew when you look up and
down, meaning that it’s impossible
to shoot things below or above
even though it looks as if you
should be able to.
Plenty of interaction
Monolith, however, have clearly
learnt that one of the joys of Duke
was the tremendous amount of
things to do on each level. As such,
Blood has plenty of interaction -
giant holes can be blown in certain
walls, there a hidden panels galore,
there are eleven “secrets” on the
first level alone. Particularly amus-
ing is the sink full of blood at
which you can say “Out! Out!
Quite pretty 2 1/2D scenery
E
Plus
http://www.lith.com/hom
e.asp
Damn spot!” in your hammiest
Shakespeare meets B-Grade horror
film voice.
There’s nothing astounding
about the graphics. They’re pretty
on the higher resolutions (even
320x400 looks good and moves
swiftly), the themes of graveyards,
crypts, churches, spooky man-
sions, etc, are novel, and the level
design is often clever (though
equally often depressingly formu-
laic), yet at all times there's the
unshakeable feeling that this game
really is a year old.
So what about the second selling
point - violence. Violence sells, it’s
a proven fact. And bloody violence
sells bloody well. But I don’t
believe violence can sell a game
on its own. There does need to be
a quality game lurk-
ing beneath all the
decaying flesh and
mutilated limbs. For
example, Quake
sold and Witchaven
did not. Your average
Spurting blood
Violence is what ever-so-nearly
saves Blood. 1 reckon it is easily the
most disgusting game I have ever
played. You begin the game armed
solely with a pitchfork. A zombie
rises from its grave and lurches
remarkably quickly in your direc-
tion. When it gets close enough
you thrust your farming imple-
ment into its midriff and watch it
topple over backwards, blood spurt-
ing from the wounds. After a cou-
ple of seconds it rises again, so you
repeat your attack, cleaving the
creature’s head from its undead
shoulders. Dead for good this time,
Ye olde faithful shotgun. Not much to shoot here though
it falls to the ground and a foun-
tain of blood sprays all over the
surrounding muddy dirt. You walk
forward a few steps and kick the
head across the graveyard just to
make sure of your kill. Apparently,
in a multiplayer game, you should
be able to organise a game of foot-
ball - with a head such as this one
as the ball.
Killing the machine gun wielding
monks with the flare gun causes
them to burst into flames, run
around screaming in agony for a
while, before (quite literally this
time) bursting into
hundreds of tiny
pieces of well-cooked
flesh. The TNT
results in some deli-
cious explosions and
often blood-soaked
rooms. And the
voodoo doll? A-ha-ha-ha! It's a
beauty.
Yet the novelty wears off after a
day or two, and ultimately what I
wanted was a damn good game to
get my teeth stuck into.
Unfortunately, Blood doesn’t deliv-
er. They haven’t quite gone far
enough, so I feel like I’ve seen it all
before. It feels antiquated.
I realise that Blood isn’t a bad
game. It is, in fact, pretty good and
can be severely entertaining. But
there are just so many better
games out there already and with
plenty more still to come, it’s diffi-
cult to really recommend this as an
tesla gun
essential purchase. If Blood had
been released back when we start-
ed to hear about it, with the
promise of gratuity upon gratuity,
needless violence in excess vol-
umes, it might have gone down as
a classic 3D shoot 'em up. It was-
n’t, so it isn’t.
David Wildgoose
Category
Players
Publisher
Price
Rating
Available
Action
1-8
GT/Roadshow
$89 95
M15
Now
low
Original weapons.
Plenty of Duke-style
interaction and
humour. Not for the
faint-hearted.
Little more than a
second-rate Doom
clone with loads of
gore. Feels old.
P75, 16Mb RAM,
4xCD
P166+, A fast video
card
iM PERI UM GALACTICA
Wow. A new game concept. Here we have the old
reliable resource management, empire building,
scientific advancement and diplomacy sci-fi
strategy game - set in an Adventure game way!
Ice worlds have only limited room
for development
researched before they can be
used. These structures perform
the usual functions of feeding,
housing and protecting your
colonies inhabitants and they need
power to work properly. Power sta-
A strategy game where you spend the whole time In the command
room of a spaceship
t ust when you thought the uni-
I verse had been conquered
I more times than any sane per-
ron could stand “who’s invading
this week Gladys?” “Oooh, I think
it’s the Gonads, Marge. I hear
they’re very efficient breeders dear.
Very efficient.” GT Interactive
whips out a surprise package, a
new space strategy epic to rival the
best, or just another spreadsheet
disguised as a game?
The virtual starship can be explored in a very
limited ist person view
Progress through promotion
Imperium Galactica is an unusu-
al combination of classic Space
Opera, FMV adventure and mis-
sion based strategy game. The
game starts out allowing you
access to only a few of its manage-
ment screens, limiting the amount
of control you have over the
resources at your disposal. No
building, researching or invading
is allowed! In this stage of the
game you are given missions to
complete and if you
do well a promotion
will follow, giving you
more control over
your forces and your
destiny. Eventually
you are given full con-
trol of the war effort
(at Grand Admiral
rank) allowing you to
use diplomacy and
force of arms to
rebuild the Human
empire. Planetary
The artists have clearly enjoyed
themselves
tions are important, not only
because they help with the afore-
mentioned problem, but because
they also form the focal point of
nearly all assaults on your
colonies. Ground-based combat
takes place when you or your ene-
mies attack a planet and defeat its’
defence installations. You can
group and assign units and order
them around just as you would in
Red Alert, there are also defensive
installations such as Barracks and
Fortresses to help the defenders
out. Ground battles never take on
the grand strategic form of a true
Real-time ground combat
There are a wide variety of build-
ing types in Imperium, of course
some of them need to be
and space action in Imperium are
represented equally, in other words
there is a lot more emphasis on
ground based combat than there is
in most other games of this type.
Planetary action takes place on ter-
rain maps which vary depending
on the type of world, ice, desert etc.
They are a bit small though and
considering the quality of the real-
time combat engine used in the
game it seems a waste to have to
slug it out in such a confined area.
The gameplay is constantly peppered with stunning cut scenes to compliment the storyline
Ready for ground combat
real-time strategy game though
because of the small size of the
terrain map (basically one screen,
at least there’s no need to scroll!).
Ground combat is much more
important than space shenanigans
early in the game as it is much
easier to defend a planet on the
surface when the
alien fleets are far
superior. In fact it’s
wise not to build any
planetary defences,
as they just waste
time and
money build lots
of barracks and
tanks instead.
Research for fun
and profit
As is usual with
these sorts of games your technol-
ogy gradually increases with time
and study (well, you have to
achieve the rank of Commander
before you can do any research,
but it builds after that!). The level
of research you can do depends on
the number of particular buildings
you have at your disposal. There
are A. I. buildings, Civil
Engineering, Mechanical,
Computer etc. but only one can be
built per planet. What this means
is that, to keep your tech, momen-
tum going, you have to keep con-
quering or colonising new planets
or suffer from falling too far
behind your enemies. Now what
do you do with technology besides
build bigger and better plasma
blaster thingies? And what better
use for a plasma blaster thingy
than to blast an alien’s spaceship
to bits and tattoo your name on
his butt.
Imperium Galactica handles
space combat in a similar way to
the original MOO with a top
down 2D display. This does get
rather annoying though when
your fleet gets tangled up with
itself trying to obey your orders.
Making ships manoeuvre around
each other in two dimensions is
stupid when, in reality, they
would also be able to go above or
below each other. There is anoth-
er dumb limitation, your ships
cannot fire and move at the same
time! Therefore it’s far better to
let your opponent come to you
and face a barrage of fire from
your fleet than to charge at them,
as you’ll get creamed. This takes
a bit of the fun out of the space
combat side of things, for me
anyway. Ironically though, the
main problem with Imperium is
also one of its’ most interesting
features! Having a story to go
http://www.gtinteractive.c
om/minisite/ig/
along with the conquest is fine,
but the game plays exactly the
same way every time, exactly the
same! Therefore you have to
accept this fact if you’re going to
enjoy the game but, compared
with the fantastic replayability of
MOO2, it may be over too early
for some of you.
George Soropos
Category
Players
Publisher
Price
Rating
Available
Space Strategy
1
GT I Interactive
$ 89.95
TBA
Now
Innovative game-
play which will cap-
ture the interest of
even jaded space
strategy veterans.
Ground maps are
too small for real
strategic warfare,
lack of replayability
may be a problem
for some.
486 DX100, 8Mb
RAM, DOS 5.0, 4X
CD
P100, 8X CD
STAR COMMAND
REVOLUTION
If you’re a C&C fan, like space games and have been lusting after a game
that combines the best of both, your wait is over.
Units look nice, but there isn*t enough variety. Still, the advanced research options compensate
* 5URP LDCRTIDNS
[WITH FRIENDLY SHIP
;dr station
S tar Command Revolution is,
to be utterly and deliberately
unimaginative, a ‘revolution’
in the real-time strategic conquest
gaming market. Well, to be honest,
it's not that amazingly spectacular
but it is a C&C clone and it is set
Space, yet another frontier
in space. And in my book, that
must be good.
As you'd expect SCR revolves
around real time resource produc-
tion, management and unit move-
ment. Oh, and there’s the fun
invade-and-massacre-your-neigh-
bour routine bit as well, but initial-
ly you have to put that aside and
concentrate on building up a base
of operations. You build buildings,
buildings build ships and ships kill
things. Nice and simple.
You can build various classes of
ships, droids and immobile
defences. Unlike C&C though, the
damage your units inflict can affect
a variety of systems on enemy
units such as their engines (thus
reducing their speed), their tech-
nology (thus reducing their dam-
age and rate of fire) and so on. You
can also build units to repair these
same areas for your own units. All
up this means conflict in SCR
takes on a more thoughtful twist
with extra planning involved when
it comes to production and com-
bat. If you’re not into all that think-
ing stuff, you might find SCR a lit-
tle too complex.
More is good
The game boasts a rather large
64 different controllable unit types,
but these are divided between the
four races of the Terrans, the
Triumverites, the Nomads and the
Computrons and, more important-
ly, a large portion of the ‘unit’
types are structures. When it
comes down to warring with
another player, SCR is thankfully
very much like C&C in the number
and diversity of units in command.
As you would expect each race
has different abilities. Generally
races either concentrate on doing
shield or technology damage with a
few extra units dedicated to target-
ing other areas such as ‘control’
(meaning, if an enemy craft has its
control reduced to o it becomes
captured). Each race also has
The level of detail in SCR is quite impressive, pity the viewing area soaks up so much screen real estate.
Minerals aplenty! Harvesting, however, is a slow and dangerous process.
unique ships that can’t be found
elsewhere, such as huge teleport-
ing gun platforms, this is always a
fun toy! Think of it like an obelisk
which you can teleport anywhere
you see (after saving energy for a
while). Quite a surprise to dump
one in your enemies base.
There are a few neat twists with
SCR mothership. Think of it as a
roving MCV — it moves around
and builds structures, but it also
harvests minerals for production.
It’s also the only one you get, lose
it and you can build no more. Fear
not for motherships, while not
equipped with any weaponry, are
as tough as a rhino’s rear and take
a heck of a beating before giving
up their jewels of stored minerals.
Artificial intelligence
Units can leam and earn experi-
ence. Stick 'em next to a university
structure and after a while they’ll
increase in ability up to a limit.
Send them out to Fight and if they
survive they can increase beyond
this limit and even earn special
abilities. Neat. Techs aren’t limited
to what your race can build either,
if you leave your mothership next
to a university long enough it’ll
start learning the techs of one
other race in the universe. Imagine
playing the Russians and the
English at the same time in Red
Alert, being able to build structures
and units from each. Neat again.
You can jump into single player
games, multiplayer games over a
network and the Internet and take
part in co-op or deathmatch cam-
paigns — a game doesn’t have to
be completed in one sitting, you
can play and compete over a num-
ber of ‘maps’. More neatness.
And it’s even in high-res
640x480! What more could you
ask for?
However SCR isn’t all lollies and
neatness. For all of these features
it has to be said that there’s a slight
dose of information overload in
SCR, both in the form of colourful
highly detailed graphics and in the
gameplay.
The attention to detail on the
unit types and surrounding galaxy
seems to water down the easily dis-
cemable boundaries between the
different unit types, especially in
the heat of battle. It’s a minor
winge, but it is something you pick
up. Similarly the gameplay is a lit-
tle too complex than it needs to be.
It’s nice to be able to build units to
target engines or technology and
it’s quite cool to build up groups of
task-oriented units, but when the
heat of battle strikes and you’re
desperately pumping out new units
all this goes out the window and
you just build default grunts to get
the job done. In other words, SCR
offers the opportunity for strategic
gameplay right from the steps of
your production facility but it’s
unlikely you’ll ever delve deep into
this foray and instead just build
those units you need to do some
sheer pounding damage.
Overall it’s definitely a neat
game. If the C&C genre hasn’t
worn off you yet and you’re look-
ing for new territories to conquer,
look to the stars with SCR.
Ashton Mills
80 ©
Category
Players
Publisher
Price
Rating
Available
Against
Real time strategy
1-4
GT Interactive
$TBA
G
Now
It’s a shameless
attempt at C81C in
space. And it does it
rather well. Plenty of
diversity, unit types
and playability as
well as a few nice
twists to your aver-
age real-time strate-
gy game.
A little too much
attention to detail,
viewing area isn’t
quite as large as
you’d hope. It may be
a C81C clone, but
don’t expect the
same gameplay. SCR
is quite different in
respect to its deeper
strategy involvement.
P60, 16Mb RAM,
2 xCD, DOS 5+
P90, 4XCD, strategi-
cally inclined friends
Very pretty, great mission design and enough to keep you at it for ages.
M aybe it’s some sort of
subliminal hold over us
by George Lucas, or more
probably, it’s that blasting away in
the 3D realm of deep space is a
very satisfying pasttime. Whatever
the reason, the X-Wing and Wing
Commander series have become
an institution on hard drives
around the globe. Moments such
as facing off against an Imperial
Star Destroyer in your battered old
X-Wing, whilst dodging Tie
Interceptors on your six... defini-
tion of near perfect gaming. With
the Wing Commander series still a
favourite with Space Opera fans,
and X-Wing Vs Tie Fighter set to
take over our lives, it’s easy to over-
look a new entry into the arena
such as Darklight Conflict.
The Last Starfighter
Unlike the elaborate story in
Wing Commander, Darklight
Conflict takes a more simple
premise. Showing off your dog-
fighting skills as a US Naval Pilot,
you gain the attention of the
Reptons. A rather desperate race of
aliens who are losing the war with
their arch enemies, the Ovons.
Before you can say, “Where’s
Scully and Mulder when I need
them” you are whisked away as the
latest recruit in their space fighter
squadron. The only reminder of a
plot within the game is some text
in between missions, telling you
how the war is proceeding. The
lack of glitzy cutscenes is made up
for by the large amount of mis-
sions (Fifty!) on offer.
Jumping into the cockpit for the
first time immediately raises a
smile, the graphics are superb in
every respect. Light-sourcing from
weapons, explosions and nearby
stars presents everything in an
eerie glow that really gives
Darklight Conflict a uniquely sur-
real style. The spacecraft are all
decked out in sleek metallic textur-
ing, giving an ominous look whilst
they glide through space. Special
effects such as the brilliant explo-
sions and passing through Warp
gates will have you in “Computer
show-off’ mode to all your mates.
Thankfully performance is very
acceptable on a Pi33, with only
occasional slowdown in some areas
like asteroid fields. Those with
lower spec Pentiums can adjust the
detail down, and there is a VGA
mode for the brave amongst you. I
say brave as the VGA mode on
offer here looks tacky and is to be
avoided if possible.
High speed ramming
The cynical, hard edged, jaded
gamer in me was sure some-
thing would be horribly wrong
once the dogfighting occurred.
All show no go, we’ve all been
there before. Launching into the
training missions introduced all
the weapon types and things
Bloody pretty.
PCIRiraaifFlkE/
89 ©
Space Shooter
1-6
Electronic Arts
$89 95
G
Now
Great atmosphere
due to tremendous
graphics and sound
effects to match.
Space combat that
aims for excitement
and delivers.
Some of the mis-
sions are a chore.
Simplified damage
and control model
could lead to Tie
Fighter withdrawal.
P60 (VGA Graphics),
16Mb RAM, DOS
6.22,
P133 (SVGA
Graphics Mmmm),
16Mb RAM, sturdy
joystick
Plus
www.ea.com -
Big company, big Webpage.
volley of shots and
then cutting power
and pulling away.
You’ll quickly devel
op various dog
fighting tactics and
each mission will
were looking quite promising.
Tractor Beams, differing missile
types and a supermarket of beam
weapons. Once past the training
scenarios the war begins, and
the cynical bastard in me was
Ovon's nasty habit of ramming
your ship at high speeds, which
calls for the mastering of high
turns and speed adjustments
early on in your campaign.
Space is rarely a dull place in
Good object light-sourcing has been acheived without over-taxing the 3D engine
Pretty explosions are an essential thing...
require a different
approach. No repet-
itive blundering full
speed at the enemy
here, all guns blaz-
ing (well only some-
times). One initial
frustration is the
quickly silenced. Smooth respon-
sive controls and flight dynamics
that remind heavily of Tie
Fighter (in other words excel-
lent) all add up to the feeling of
“being there". Spotting enemy
ships on radar can have you fly-
ing in from various angles into
enemy squadrons, unleashing a
Darklight Conflict. The missions
have you undertaking various
tasks from intercepting enemy
command ships, mining asteroid
fields and the highly recommend-
ed “Comet Chase”. The Ovons
have cleverly attached engines to
some rogue comets and are guid-
ing them towards your command
ship. You must track them down,
intercept and then destroy the
guidance units on each one... all
while avoiding the tail of the
comet. It looks bril-
liant and is one of
the most enjoyable
missions I’ve played
in a space sim. On
a darker note (enter
the jaded gamer)
some of the mis-
sions are best
described as annoy-
2 CDs for multiplay
The joy of gaming in the 90's is
multi-player and Darklight Conflict
gets halfway there. Network play for
up to six space cowboys is support-
ed but unusually for some reason
modem play is absent. This will
make the game a solo experience
for most people. EA have stated that
a modem patch is on the way, so we
modem devotees will just have to be
patient. At least EA included two
CD-ROM’s so as to warm us to the
Don't forget the asteroid field
V •
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Wk"
The H.U.D goes for style points over practicality
ing. Protecting
cargo ships that are
made of a new
metal similar in
strength to wet
cardboard, and
blown up by the
enemy just looking
at them will bring
back memories of
those overly difficult missions
from X-Wing. The real clunker
missions involve you ditching
your highly mobile ship and tak-
ing control of a stationary turret
that has limited turning ability.
These missions are a frustrating
duckshoot, that would have been
better left out of the game. Apart
from these irritations, the mis-
sions are on the whole good stuff.
idea of combating with a friend.
While Darklight Conflict is a lot
of fun to play, it misses out on tak-
ing Tie Fighter’s crown. This is not
due to any gameplay faults, more
because it lacks the depth of
Lucasart’s masterpiece. Shields
operation is a simplistic button
press and there is minimal
onboard power management. The
locking of targets is all automatic
with no control of radar target
selection. Sure it’s more of an
arcade experience than sim, but it
excels in adrenaline rushing. If you
evenly remotely like space combat,
Darklight Conflict is an extremely
worthy purchase.
Peter Sharpe
PCttaofFD^
WIPEOUT 2097
From PlayStation to PC comes Wipeout 2097. 3D
support too! So why all the long faces?
The starting grid on the Brazilian
jungle/Inca temple track.
nel, flame and the inertial impact
that is hitting a stationery object at
high speeds.
Wipeout 2097 tracks are
designed to be very fast, yet have
serious corners to contend with -
some almost at right angles and
there are many U bends. Scattered
outside of every corner are boost-
ers, when you pass over them they
speed you up significantly.
Comers need to be tackled with
Wipeout 2097’s pit stops are
probably the most impressive
you’ll ever see.
Rendition
All effects as good as the
3Dfx. Transparency, bilin-
ear filtering etc. But, con-
siderably slower. It jerks in
places it shouldn’t
3Dfx
Full use of bilinear filter-
ing, transparency (don’t
forget to turn up the
gamma though!) and awe-
some speed, though still
not as fast as the
Playstation. Actually, Pod
with native 3Dfx code is a
better choice.
W ipeout 2097 is the latest
title from Psygnosis. A
very pedantic bunch,
these Super Human, been around
since Noah was a boy, program-
ming God geniuses have high ideals
and visions for their software which
means that they tend to only write
for the best platform. Which until
recently was the Sony Playstation,
where Wipeout 2097 was a big hit
and an amazing experience that
pushed the console to its’ limits.
Taking these high ideals into
consideration, Wipeout 2097 for
the PC has been programmed
using the Direct 3D set of APIs to
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The craft’s exhaust are nice, but aren’t a patch on
the Playstation's vapour trails.
ensure that 3D accelerators will all
be able to do their stuff and bring
justice to the game. Wipeout 2097
is one of the most visually
enhanced games around and needs
some _serious_ hardware to play it.
If you’ve got it, smile smugly now!
Weapons and power-ups
Wipeout 2097 is essentially a rac-
ing game. A futuristic racing game at
that. You’re a pilot/driver (whatever)
of the latest human invention, being
anti gravity vehicles of which you can
choose from 4 different designs, each
with their own special characteristics.
Just like any other racing game, you
bolt around a series of
tracks in order to make
first place. And in this
one, being a computer
game, you can pick up
a series of weapons
with which to blast
your opponents with.
Initially weapon
impacts just slow the
other person down. But
If you hit them enough
times, you’ll kill them
in a frenzy of shrap-
absolute precision, and although
this maybe frustrating to some or
even many, mastering the skill is
very rewarding. It is actually much
easier with an analogue joystick,
CHeCH
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The in-car view can be vomit-
inducing.
and hitting speed-up after speed-up
from successfully cornering gives a
delightful sense of achievement
with a hit of adrenaline as well.
Also along the tracks are the men-
tioned weapon power-ups. Passing
over the relevant symbol allows you
to pick up guided missiles, mines,
a temporary shield (that doesn’t
stop you from slowing down when
you hit a wall), electro blasts,
autopilot and the awesome shock-
wave that lifts the track up ahead
causing all sorts of destructive may-
hem to competitors in front.
PC vs. Consoles... Again.
So far Wipeout 2097 seems like
a pretty damned good game if
you've got the hardware, and it is.
BUT, it’s time to bitch at
Psygnosis. Yes, this _IS_ PC
PowerPlay, but a lot of us have
consoles as well and it’s only right
to compare. The first thing, though
only a nitpick, is that the opening
video is ghastly compared to the
Playstation one. Utilising the
absolutely hated interlaced tech-
nique, the colour is all washed out
and not worth watching. The
Playstation one however, you could
watch endlessly. The
CD tracks offered on
the Playstation ver-
sion are also differ-
ent to the PC. Where
the Playstation got all
the glitzy artists such
as Future Sound of
London, Chemical
Bros. And Prodigy.
The PC version has
only the tracks from
Psygnosis’s in-house
Music Studio Cold
Storage. This is a good thing
though, Messij xtnd. is perfect for
ultra high speed tracks and
besides, Tim Wright is damn good.
On the graphical side though,
the PC version of Wipeout 2097
is in 640 x 480. The difference is
amazing. The vehicles are much
more defined and detailed, and
the track just infinitely sexier than
on the Playstation. To counter
that though (maybe after some
kind of conspiratorial deal with
Sony) is that the vehicles don’t
have the long and sexy jet exhaust
like on the Playstation. It may
seem like a little thing, but zoom-
ing through a tunnel on the
Playstation, with a long sleek jet
stream ahead of you and someone
passing from the side was fantas-
tic. All we get on the PC version is
a pathetic little transparent texture
in the form of a blue gleam.
Now Psygnosis, don’t think for a
second you can tell us that it can’t
be done. Ubisoft’s Pod features
brilliantly transparent gourauded
streams just like in Wipeout 2097
on the Playstation. If it’s a limita-
tion of Direct 3D, then make spe-
cialised versions. Ok, a bit harsh,
but you did for Fi! It is a signifi-
cant let down. Where the
Playstation version of Wipeout
CHECK *
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—
But where the hell is the battleship?
A missile hit on any game is an immensely satisfying experience, especially when it looks like this.
2097 was bright with deep rich
colours in the tunnel. On the PC
everything seems dull and washed
out. Initially on the 3Dfx it was like
driving through volcanic ash, but
adjusting the gamma high enough
to give you a tan helped a lot.
Overall, Wipeout 2097 is an
excellent game. If you don’t have a
Sony Playstation, and couldn’t care
less about them, yet DO have a 3D
accelerator then get Wipeout 2097.
If you do have a Playstation
though, don’t get the PC version,
it’s not as good.
Jere Lawrence
Category
Players
Publisher
Price
Rating
3D racing sim
1
Psygnosis
$TBA
G
Available
Now
Fun fast gameplay.
The speed and diffi-
culty makes it very
addictive.
Tracks are all
delightfully different
with excellent
themes. Little extras
such as cameras
and moving mono-
rails create a nice
atmosphere.
This would have
been a 90%+ score,
but the power of 3D
accelerators has
been overlooked.
For a toy to have
better effects con-
sidering the power
of our machines is a
slap in our faces!
486/DX66, 8 Mb
RAM, 2 x CD
, 8Mb RAM, 4 X
©
CALLAHAN’S
CROSSTIME
SALOON
Save the universe while simultaneously enjoying a
beer at the pub - we can manage that...
m
»
A
/ Hr »■ |
_ia ♦
F or most of us, going down to
the local Pub would not be
considered an event of cos-
mic significance. A few games of
pool, some stale peanuts and a few
friendly beverages with your mates
seems to be the order of the day.
Of course the Vampires, aliens,
time travellers and Gods of our
reality also want a place to unwind
and have a friendly beer. Thus we
have Callahan’s Crosstime Saloon,
a definite mix of Universal quirki-
ness plus some friendly atmos-
phere all rolled into a place that is
one of the more interesting set-
tings for an adventure game. Not
that all the patrons of Callahans
originate from the Outer Realms,
E
Plus
www.legendent.com
Callahans is based on a
series of books written by
Spider Robinson. Check out
the Newsgroup alt.calla-
hans to join the cult follow-
ing of these series of sto-
ries. They seem a friendly
bunch of people.
Proper puzzles
While having a setting that is the
Twilight Zone meets Cheers,
Callahans uses a more familiar
adventure game format. The main
viewing area has you chatting with
characters, moving inventory items
Every character has a rich story
and that’s where you come in. Jake
Stonebender, folk Singer and gen-
eral salt of the earth sort of guy.
The tragic loss of your family in an
accident left you with a gaping hole
in your life. Consequently your
friend Doc Webster introduced you
to Callahans, as it seems to be a
place for gaining some wider per-
spectives on the experiences of life.
While everybody comes from dif-
ferent walks of life, dimensions
and even states of death, the one
unwritten rule in this pub revolves
around everyone just getting on
well. Of course, if the universe is
about to be foreclosed on by the
Gods, it seems inevitable that an
average guy like yourself in a very
non-average place like Callahans is
going to get involved.
around and gener-
ally mouse clicking
in the usual adven-
ture tradition. All of the locations,
whilst being cartoony in style, are
well drawn and generally pleasing
to the eye. One welcome break
with gaming tradition is the addi-
tion of quality voice acting for the
main characters. Too many times
in the past have adventure games
atmosphere been broken by the
game company’s accountant doing
the voice over work. While all look-
ing nice and dandy Callahan’s
strongpoint is not in any new
“pushing of the envelope” in
adventure game for-
mat or technology.
Original Characters
and a great atmos-
phere consisting of
comedy mixed in
with cosmic signifi-
cance is the order of
the day here.
Whilst hanging
out in a bar filled
with cosmic beer
drinkers is probably
a past time in itself,
. r i Go to a place where everyone knows your name.
the spirit of adven-
turing will soon have you out and
about in various exotic locations.
Jake seems to be a friendly sort of
chap and helping out his friends
in need is the central point of the
six quests you will undertake. The
producers of Callahans have clev-
erly given each of these self con-
tained stories their own individ-
ual flavours. For example,
Adventures of a Lovesick
Vampire will have you trapesing
around a Transylvanian town
searching for (hard to find) ingre-
dients so as to lift a curse on the
romantic partner of a friendly
vampire. In contrast, A Real
Your new friends. Attractive lot aren*t they!
PC
Our planet is Txschlrrr Ppppp...our system for
government is Ccchrlxzz Ptzkrzmism. And our chief
exports are fpfpzlllk. czztschrkrl. and fzzzkrplch.
This is your character - the ugly one with the beard.
Man’s Dillema involves manipu-
lating the technical facilities on
an alien space station, more puz-
zle solving than object hunting.
While both these storylines
might sound original, how
about accompanying a time
travelling cop on
her quest involving
the saving of a rare
chocolate plant in
Brazil! On solving
each story chapter,
a visit back to
Callahans is usually
on the agenda, with the ultimate
aim of saving the universe, but
not before playing some Pub triv
ia games and generally having
some fun just chatting to weird
characters just for the reason of
having a good chuckle.
It's funny too!
It’s a tough call bringing comedy
to games, with the risk of cringing
replacing the intended laughs. The
comedy on offer here is best
described as clever one liners meets
mild American flavoured Monty
Python. Yep it’s not
off the wall, roll
around on the floor
laughter material, but
it’s cleverly written
and kept a permanent
grin on my face.
Trying to perk up a
drunk suicidal Vampire or dressing
up as an alien courtesy of a pine
tree air freshener, well it’s comedy
that has a rewarding twist over your
mid week TV sitcom.
Nosing about in this odd version of
reality might be fun, but it can be
r k
W |
0
very difficult as well.
Some of the puzzles
are comedy related and
thus pretty obscure
and often not logical.
Being part of the “I
want to enjoy a game
without being stuck in
one place for two
weeks” crowd, I was
mightily impressed
that the hint book is
included with the
game. Containing gen-
eral hints, a guide to the funny red
herrings and a comprehensive walk-
through it's very useful as a frustra-
tion saver. I have a feeling that the
makers realised that this is a pretty
tough game, and wanted people to
have the option of enjoying the
atmosphere without getting bogged
down in “fetch the hidden item”.
Callahan’s Crosstime Saloon is
the sort of game you play when
wanting a change from blazing
shotguns, saving Earth from a dark
fate and general action fests. I
found playing the game with a nice
cup of coffee relaxing and general-
ly enjoying the laid back attitude of
the game made for a good evening.
Besides we here at PowerPlay gen-
erally like the concept of saving the
universe whilst enjoying a good
Ale in a Pub.
Peter Sharpe
A rare excursion from the bar
80 ©
Category
Adventure
Players
1
Publisher
Legend
Entertainment
Price
$8995
Rating
MA15+
Available
Now
Original storyline is
“So l*m lining my shot up, right, an* this guy bumps my arm and the cue goes right through the felt! So I killed ‘im.
entertaining and
rarely gets pre-
dictable. It’s big and
will take a while to
complete (without
constant use of the
walkthrough). The
different missions
will take you to very
diverse range of
places.
Due to the very con-
ventional point and
click 2D interface
the game is not as
immersive and
looks dated next to
titles like Pandora
Directive. Don’t lose
the hint book, some
of the puzzles are
overly obscure.
486/DX66, 8 Mb
RAM, 2 x CD
486, 8Mb RAM, 4 X
CD
Dodgy graphics betray a very advanced game
engine. All this cleverness lies beneath the
surface in the form of advanced A.I.
But I assure you,
the heightened
security is
n ecessar u
A little leap forward in
adventure gaming has
been achieved with
Sentient.
P lacing a space station in close
orbit around a sun probably
seemed a good idea at the
time. Besides nothing could possi-
bly go wrong parking a man made
object next to an uncontrollable fur-
nace equivalent to the force of 50
Pushing visual frontiers...backwards
million Nukes. All was going well,
until crew members started coming
down with that strange radiation
sickness, and then of course was
the rumour of mutiny by certain
sections of the station’s personnel.
Lasdy, there was the minor prob-
lem of the station slowly and rather
uncontrollably losing orbit and
heading towards a very fiery end.
As medical technician Garrit
Sherova you were on route to
Icarus Spacestation and going
against the station's usual good for-
tune a Sun Flare hit your shuttle
sending you crash landing into the
station’s docking bay. I had a feel-
ing this was going to be one tough
adventure...
Real AI
Sentient’s exotic location is
matched by what’s best described
as exotic visuals. Textured
Polygons and very strange colour
schemes make up most of the
environment. The characters are
similarly given the 3D Polygon
treatment looking like relatives
from Virtual Fighter. The choice of
playing in a tiny Win 95 window
will give you better resolution, but
venturing into full screen things
look decidedly blocky. The final
result is a garish look that is rough
around the edges, but suitably
enough “Outpost in deep space” to
convey some atmosphere. 3D
graphics, menacing Sci-Fi storyline
and time to go into adventure
problem solving mode. So far pret-
ty standard fare. What soon
becomes an eye-brow raiser is the
totally open behaviour of the crew.
Walking around the various loca-
tions crewmen can be seen under-
taking their duties, roaming about
the corridors and even chatting
with each other. You are quite free
to interrupt a person’s activities
ask them questions, gain opinions
and generally play the role of inves-
tigator. This high level of interac-
m
Plus
www.psygnosis.com -The
bringer of good news says
that Direct 3D is supported
through Rendition and
Matrox Mystique Video
cards.
'SMfUa&bh
PC
I know it isn t standard
routine to release
patients from
observation without first
conducting all relevant
tests, bu
68 ©
Adventure
Psygnosis
$TBA
TBA
Now
A living space sta-
tion with characters
all doing their own
thing. Multiple plots
and endings that
can vary depending
on your actions.
Slow going and
generally frustrat-
ing. Graphics while
matching the set-
ting in weirdness
are blocky and
quite jerky. Sluggish
controls, this is no
Quake engine.
P90 16Mb RAM DOS
P166 16Mb RAM
DOS/WIN95
180Mb Hard Drive
Space for speedier
performance
tion really hits home when you
walk up to somebody and ask them
for the whereabouts of a person,
the result being an escort to the
required destination. A credit to
the programmers is the way in
which character’s behaviour and
certain plot outcomes are different
from game to game. Not helping
an injured crew member in one
game had me unpopular from the
start, next game I played the Good
Samaritan and was welcomed by
previously aggressive individuals.
Dare I say replay value in an
adventure game?
This game was born on a Playstation. Understand now?
cer directs you to search a crew-
man’s room for some important
documents. After completing the
snatch and grab mission, the offi-
cer says thankyou and that’s about
it... It was then time to wander
about asking characters “What
should I do now?” which was most-
ly met by “I don’t know”. Bloody
frustrating, thank goodness I had a
walkthrough and was quickly on
the lookout for some more docu-
ments hidden about the place. If it
wasn’t for the walkthrough, my
impatience would have got the best
of me. Mind you it’s a personal
taste issue, and many adventurers
like this sought of thing. A small
hint, look in showers, behind com-
puter desks and generally every-
where, the crew here keep impor-
tant things in the strangest of
places. To make matters even more
difficult, your time can be limited
by certain actions (as well as the
normal passage of time) as Space
Station Icarus is constandy
descending into it’s orbital furnace.
In the future when open ended
and advanced A I is the norm in
computer games, we might just
look back and say it all began with
games such as Sentient. On the
otherhand Sentient isn’t an adven-
ture game in the lofty heights of
the Zork Series, Pandora Directive,
System Shock etc. While those
games will have you questing
through the pre-dawn hours
Sentient is just overly boring
because it relies on dull conversa-
tions to keep the storyline moving.
While this feature kept me from
really enjoying Sentient, gamers
that don’t mind slow plot advance-
ment and hunting clues around
corridors might find some enter-
tainment value.
Peter Sharpe
Somewhat questionable decor colour schemes
Those little touches...
After being initially impressed
with interactions with the crew,
Sentient started to become a chore
to play. While the characters will
answer your questions in a variety
of ways, they rarely escape the mold
of a boring question and answer
drone. Even differing facial expres-
sions don’t liven up the proceed-
ings. A Home and Away episode
will seem Shakespearean compared
to the conversations on offer here.
All this isn’t helped by the absence
of speech, instead we have very
bland comic book speech bubbles.
Ugly and one of those touches that
really acts as a barrier to immersing
yourself into the story.
Sentient is generally open ended
and non-linear in its design. This
will be the bane for many gamers,
as it's very common to be walking
about the ship wondering what to
do next. A lack of “Plot Signposts”
to steer you in the right direction is
severely lacking at times. A good
example of this occurs early in the
game. A high ranking medical offi-
INTO THE VOID
Yet another foray into the ever expanding space conquest genre.
Except, this one’s actually quite good.
this aspect. Humans
aren’t the diplomatic
superior race as often
portrayed in this
genre and boring
futuristic utopias like
Star Trek. Nope, here
the humans are
bunch of xenophobic
aggressive expansion-
ists — which is exact-
ly what we are.
Technologies come
in two forms: those
that you can add to
ships and those that you can use to
upgrade buildings. And there are
more technologies in ITV than you
can poke a stale bread stick at. After
a day of constant rapid-play (some-
thing I do when I just want to see
how far I can get in one sitting) I
didn’t manage to exhaust the supply
of new technologies. Impressive, to
say the least. And techs aren’t limit-
ed to the size of the guns you can
slap on your ships. You can
research new agricultural methods,
build space docks, institute plane-
tary defences and create vast
research centers. Want to improve
Star systems offer varied opportunity for conquest.
Plus
http://www.playmatestoys
.com/pages/pie/itv.htm
I ■ |he best thing about a large
portion of games that enter
-L into the space strategy genre
is that most of them are just plain
crap. This is good, because after a
couple of hours of play you can go
to bed safe in the knowledge that
they won't pull you from your slum-
ber to play again. Into The Void
isn’t quite like that. You see, it’s
actually quite good. Damn good in
fact. I’ve always said that the quality
of a game can be measured by the
size of the bags under your eyes the
following day. Right now I’m sport-
ing some very impressive bags.
The universe is mine, all
mine
The premise behind ITV is the
same as usual: breed fast, study
those technology textbooks and
then go around bashing all those
neighbours you made alliances
with last turn. In a surprisingly
realistic twist, the computer AI
does the same thing. Shoot first
and don’t bother asking questions
is the motto in ITV. Don’t expect
aliens to come knocking on your
door offering a cup of Twinings,
peace is a word that doesn’t seem
to exist in their
vocabulary, a prob-
lem it’s up to you to change.
Taking a planet or two normally
suffices.
Diplomacy is awfully limited. In
fact, there isn't any. You can tell a
race you want to be friendly, they
can tell you they want to be friend-
ly, and the deal is struck. There’s
no alliances, no trading, nothing.
Simply non-aggression pacts. In a
way it makes the gameplay easier,
but it also removes what is normal-
ly an integral aspect in strategy
games such as this.
There are six pre-defined races
you can play, each
with their own advan-
tages and idiosyn-
crasies. Most are as
butt-ugly as you'd
expect, with the dwee-
by technologically
advanced race looking
remarkably similar to
Earthworm Jim. As
usual, you have the
option of playing
humans, but ITV is
quite refreshing in
*«■
A not so mighty fleet prepares for the worst...
The ship design screen. No question about it, this game is smooth.
Online help is easy and detailed.
An emminently usable interface.
the quality of your
spies? Upgrade your
Terrorist Guild to a
Guerilla Camp, then
send those boys out to
steal technology, incite
riots or go about blow-
ing up buildings full
of people. Fun.
Darn, that looks
sexy
The interface is very
slick. Animation abounds.
Everything you see from a military
outpost on a planet to the weapons
systems on a ship are animated
with loads of frames. Looks very
cool and draws you in. You com-
mand your ever expanding empire
through a series of context menus
which pop up over just about any-
thing and everything. Initially, these
are a little confusing as they change
depending on what happens to be
currently selected, but once mas-
tered the menu system provides
quite an innovative and quick way
to manage your planets, ships and
resources.
As you might expect in games of
this genre there is the odd strange
anomaly in ITV. For example you
can send spies to an enemy planet
to gather data, hassle pedestrians
or start all out warfare by blowing
up buildings almost instantly,
whereas sending a war ship can
take ten plus turns in flight time
while you wait for it to arrive.
Similarly some of the AI in your
ships makes a Weetbix look like a
promising conversation partner.
Ships are known to shoot one target
while ignoring a closer one that's
started to pound it. And there’s an
annoyingly easy trap to fall into
when it comes to making hyper-
space ships — keep them light.
Your ships won’t tell you why you
can’t move, they just won’t budge.
Still, the game is addictive to
play, that’s all I need say. ITV man-
ages to combine all those fun fea-
tures of power, war and technologi-
cal advancement in a semi-realistic
universe of solar systems and plan-
ets. The smart lads at Electric Moo
(yeah, my thoughts exactly) even
had the brains to design ITV as a
networkable and e-mailable game
from the ground up. However
turns are performed sequentially,
not simultaneously, which makes
for some long pauses in large mul-
tiplayer games.
If you liked MOO and MOO 2 ,
then ITV should be on your
Christmas list. It's not quite as
friendly as the MOO classics, but it
does have a little more depth.
Ashton Mills
Category
Players
Publisher
Price
Rating
Turn based strategy
1-10
Playmates Interactive
$TBA
G
Available
For
Now
Lots of races, ships
and technologies.
Smooth interface,
impressive graphics
and annoyingly
addictive.
Against
ITV suffers from ‘big
empire syndrome’
like many games of
this genre’ do. When
your empire becomes
large the game can
quickly lose its lustre
from the repetitive
and tiring manage-
ment of loads of
colony worlds.
P60, 8Mb RAM,
2xCD, DOS 5+
P90, 16Mb RAM,
4xCD
Plus
80 ©
Category
Players
Publisher
Price
Rating
Available
Sports Sim
1-4
Sierra
$TBA
G
Now
Easy to learn and fun
to play. Smart look-
ing graphics com-
bined with well
designed holes.
Controls a bit fiddly
at times. Longterm
enjoyment may be
compromised by hav-
ing only one set of
eighteen holes.
P90, 16Mb RAM,
Win95, 4X CD
Nothing special
3D MINI GOLF
break or when you want to wind
down after a hard day at the abat-
toir ‘nuff said.
George Soropos
www.sierra.com
<3B iW'-pni
Golf games have been around on the PC since the
beginning, here’s one that’s fun!
I 1 fhis takes me back to the days
when I used to hang with the
A local Port Macquarie chapter
of the Hell’s Angels. On the week-
ends we’d cruise around the
numerous retirement villages see-
ing who could cause the most heart
attacks with a given number of
RPMs. Of course I’d cheat by
drilling holes in my muffler and
hooning up and down the stair-
wells, until I got bored and then
we'd all head down to the local Putt
Putt Golf course to get loaded. My
favourite hole was the ‘Captain
Bluebeard’ as its' hydraulic water
motion always made Stinky puke,
providing a much needed extra
challenge on the back nine.
50's cocktail music
Now all the fun and excitement of
my youth can be yours, with
Sierra's new tide 3D Ultra Mini-
Golf. Eighteen holes of both classic
and high tech mini golf to enjoy
with up to three of your friends and
in the comfort of your very own
home, b.y.o. vomit. 3D UMG (yeah
Wey hey! It*s wacky golf. Fun too
I’m lazy too) greets you with a
rather appealing front end, kind of
like Cindy Crawford. Cool cheezy
50’s cocktail music filled with
manic Maracas and burbling Vibes
serenade you as you poke through
the menus. Setting up a game is a
simple matter of a few button clicks
- front nine, back nine, full course,
normal play or a ‘skins' type game
are the main options and then
you’re away. There’s also a practise
mode but hey, you don’t ready need
to get that anal about it.
Classic windmill hole
The holes are very well designed
and will raise a smile on anyone
who’s ever seen a mini golf course.
Everything from the classic wind-
mill hole to a lunar quarry, haunt-
ed house and Inca Temple! Some
of the holes are damn tricky to say
the least with moving conveyor
belts, blow hard whales and angry
dinosaurs trying to get in your way.
Some of the holes also have inter-
active features like shuttle craft
that take your ball on a little trip
around the green, detonators that
blow out walls when struck and
volcanoes that erupt with fiery lava
flows when your ball gets too close.
Unfortunately however 3D UMG
doesn't let you select individual
holes so it’s impossible to just play
your favourites. Most people proba-
bly won’t be too put out by this
though as virtually all the holes are
fun to play and amusing as well.
As a competitor to the variety of
Pinball games out there 3D Ultra
Mini Golf is perfect for those of
you who don't want to make a big-
ger commitment to your computer
than you made to your wife. A fine
way to pass time at the office
between smoko and your coffee
C&C for Win95
The original and best is back, with sexy
SVGA and internet play.
C&C Win95 now supports internet play
The new, huge viewing area makes C&C*s original maps look small
! ■ ■■ |he original Command and
Conquer, upgraded specifi-
_L cally for Windows 95. A per-
fect excuse to launch into some
Microsoft jokes along the lines of
“Did you hear the one about Bill
Gates stuck on a desert island, with
a load of IBM programmers and a
crazed sheep?” On the other hand,
we here at PowerPlay are a semi-
respectable lot and don't like to
propagate the myth that Microsoft
is only slightly less menacing than
the Brotherhood of Nod. In all fair-
ness though, after playing Red
Alert in its SVGA Win95 incarna-
tion, going back to the original
C&C DOS and its big and blocky
VGA graphics was enough to make
you wince. So, if you have an urge
to see a flame throwing tank roast
www.westwood.com -The
warlords themselves.
Good news is that C&C95
is compatible with the old
Covert Ops expansion disk
and will also play over the
modem with C&C DOS.
some infantry just like the good old
days (but in SVGA), Westwood
have come to the rescue.
4 X bigger view
C&C’s conversion to SVGA graph-
ics looks very tasty indeed. For those
familiar to Red Alert it has basically
the same appearance, with all units
and buildings being small but highly
detailed and greatly better looking
than the old days of VGA.
Correspondingly the view of the bat-
tlefield is now four times larger,
which has it’s good points but also
an annoying off shoot. The
increased viewing area allows for
more effective planning as you can
see more troops and just generally
have a better Bird’s Eye view of your
proceedings. The downside of all
this is that the original C&C bat-
tlemaps seem very small in compari-
son with Red Alert. Well actually
they are smaller in comparison as
Westwood have not included Red
Alert’s feature of bigger map sizes in
C&C95. Westwood’s omission in
this area is a bit of a disappointment
and makes multi-player games seem
overly cramped at times. In saying
that, I’m not in a hurry to go back to
crusty old VGA. SVGA is here and
we’re all the better for it.
Take on the world
Internet junkies will be very
pleased to know that C&C 9 5 is
playable over WChat. For the unini-
tiated, WChat is Westwood’s game
server where you can hook up with
warmongers from all around the
world to chat and most importantly,
play some C&C. It’s a free service,
easily installed and generally hassle
free, the only limitation being two
people per game. My first game
had me battling an American fel-
low who beat me all too easily. In
the name of Aussie pride I then
engaged a Swedish opponent,
which saw my Nod army come
through with the goods... just. Red
Alert is still the most popular game
on WChat, but drumming up a
game of C&C isn’t too hard.
Apart from some bonus screen-
savers and Plus Pack themes, there
isn’t a lot more to C&C95. Sure, new
units and more missions would
have been nice, but what we have
here is good old C&C with a new
facelift. It's difficult to put a final
score on this as it really depends on
what your priorities are. If you don’t
own the original game, go and grab
C&C95 now as this is the definitive
version of a classic game. If C&C
DOS has a home in your CD rack
then it’s a case of weighing up
whether playing on WChat is worth
the asking price. I’m a C&C nut and
A spruced-up interface
can’t get enough of it, so WChat is a
second home for me. If you want to
play in SVGA and are attracted to
the idea of indulging in some com-
bat with the world community, then
C&C95 will not disappoint.
Peter Sharpe
80 ©
Strategy
1-4 (network)
Westwood Studios
$TBA
MA15+
Now
The original leg-
endary C&C with
improved graphics
and Internet Play,
nuff said.
Not much for those
wanting something
new in the C&C
arena. You can still
sandbag your way to
the enemy base.
Low end Pentium,
8Mb RAM, Win95,
28.8 Modem for
Internet Play and a
fast ISP.
P100, 16Mb RAM,
hunger for battle.
PClPs
©
YOU DON'T KNOW JACK •
MOVIES EDITION
Amazing. Who’d have thought that you
could make a decent game without
amazing graphics and things that
explode...
Round
F or those of you that have
been crouching in a foetal
position within a locked cup-
board for the past year or two, ‘You
Don’t Know Jack’ is one of the best
computer games of the past few
years. An audacious statement, I
know, but it’s warranted. YDKJ is
an irreverent trivia quiz game with
a laconic host that successfully
walks the line between traditional
American obnoxiousness and just
plain funny-ness, questions that
are ridiculously twisted in ways
that make you giggle and think at
the same time, and absolutely
hilarious (as well as powerfully
ironic) fake advertisements placed
at the end. It’s absolutely great. If
you don’t have the original YDKJ
^ . .. . ........
ttUGORltS Gareth
Something New at the
Concession Stand
2 Bob Saget Doesn’t Need
Another Series
3 Girls on Girls Is OK, but Guys
on Guys Is Gross
Questions are viable but tough.
yet, get it now. And while you’re at
the local games store, you’ll proba-
bly want to get a copy of YDKJ -
Movies Edition too. You might well
be thinking ‘A movie edition!? I
know heaps about movies! I’ll be
able to beat the pants of all my
friends and become wildly popular
and good looking!’. Read on.
Everyone’s an expert...
It’s a funny thing, but when we
got our hands on a copy of this,
everyone (including me) immedi-
ately began saying how ‘movies
were their speciality’ and that they
were going to trounce everyone
else. Sure YDKJ was a great trivia
game (and still is) but everyone
seems to think that they have an
encyclopedic memory of every
movie ever made, and thus when
Time for slumber suntan.
I'm your number one fanj
we began a few
rounds of YDKJ -
Movies Edition there
were plenty of faces
looking expectandy
victorious. However,
it was time for all of
us to take a reality
check when the final
Jack Attack was over
- we didn’t know half
(or even a quarter) as
much as we thought
we did. Or maybe the
questions were too
hard. Or maybe... but
the excuses are just
that, excuses. The
compere of YDKJ-ME
is a completely obnox-
ious and supercilious
American prick, typi-
fying all the qualities
any sensible person
loathes - when you
screw up an answer
he’s going to be there
with a caustic com-
ment to make you feel even stupid-
er, or he’ll just generally degrade
you during the game. The thing is,
he does it so well that I didn’t get
offended, and instead I found
myself laughing heartily at his
nasty little jibes rather than throw-
ing my mouse at the screen.
It’s FUNNY!
Anyway, it’s a good thing that
YDKJ-ME isn’t a cakewalk - nobody
wants to play a game that’s too
easy, and nor do they want to play
a game that’s too hard. YDKJ-ME
fill in the blank
A Q /lo O a
Gareth Malcolm Ben
$0 $ 3,000 $ 3,000
Even an old 486 (8Mb) can run this
$1,000
4 0
Gareth
$0
It’s said in a Stephen King movie ...
... by a mad nurse.
You’re number one!
Malcolm
-$/ooo
Ben
$ 5,500
lt*s a funny and competitive game this, although bizarre scoring anomolies do occur.
th( iouowmc QUESTION has run ratio numbi a
SEVENTEEN
Funny question intros.
v t
*/
is neither too hard or
too easy though, it’s
just right. It’s got all
the wit and polish of
the original YDKJ’s,
but the questions are,
obviously enough,
about movies rather
than general trivia.
There’s new introduc-
tory sequences to all
the questions too, and
they’re often very
funny as well, both
visually and aurally. A
nice touch is that
there are two or three different
intro sequences for each question,
which helps to keep the game var-
|\\
El
Plus
www.berksys.com/prod-
ucts/jack/movies.html for
the Movies homepage, but
to play the online version
of YDKJ and YDKJ - Sports
Edition go to
www.bezerk.com. Be
warned though - the sports
edition questions are often
very Amero-centric.
ied and re-playable. So you can
expect all the good things that
came with the original YDKJ as
well as some very pretty enhance-
ments and some very witty
enhancements. It’s one that’s
going to stay on my hard drive for
a long, long time.
Gareth Jones
88 ©
Trivia Quiz
1-3 (same computer)
Berkely Systems
$ 49-95
M15+
Now
Continues the fun of
the first YDKJ releases
without getting stale.
Heaps of questions,
heaps of commen-
tary, heaps of fun.
Only three players
maximum. Surely
four could be accom-
modated?
486DX/33,i6Mb
RAM, 4XCD, Win
95/Win 3. IX
Nothing special
Category
Players
Publisher
Price
Rating
Available
Hundreds of years
have passed since
humanity was nearly
totally decimated by a
cataclysm which
destroyed civilisation
on Earth. The new
society was tribal,
forced to live in
Medieval conditions
once again. Made up
of clans allied for or
against one another
on hostile ground....
SHIVERS!
Puzzle games come
dressed in the most
unlikely wrapping
these days...
I ■ -^ h e plot would have been
rejected by ‘The X-Files’.
JL Some friends of yours, mem-
bers of the unnecessarily-goateed
rock group Trip Cyclone, have been
staying in the tiny American town of
Cyclone (spook!)
buried deep inside a
foreboding canyon.
While shooting videos
there for a couple of
weeks, they are
intrigued by the recent
mysterious disappear-
ance of a number of
the locals. So they
decide to investigate, promising to
conceal in their newly-made video
clips any clues they might find. A
terribly contrived idea, I know, but -
hey! - it’s a computer game.
stick. Is this making sense?
It turns out that you have to take
this bent stick into the big dark
spooky canyon and place it into the
correct slot in this thing called the
Kiva. And all the time you’re carry-
ing this stick, your
health is depleting for
seemingly arbitrary
reasons. Oh, and
while you’re in the
canyon don’t forget to
Find the squiggle on
the wall that matches
your bent stick and
complete the hope-
lessly unentertaining jigsaw puzzle
that will open the way to the Kiva.
Try not to take too long, mind, ‘cos
otherwise you’ll be dead.
Nutter inn-keeper. With bat
Complete paranoid nutter
After not hearing from your
friends in some time, you feel suf-
ficiently concerned to hop on your
motorbike and head off to Cyclone
in search of them. Predictably, the
owner of the nearby motor inn is a
complete paranoid nutter, but he
lets you have a room anyway. Then
on the first night of your stay you
have a strange dream about a car
crash. Then whilst snooping
around the motor inn you discover
a curious mystical ‘jack in the box’
which talks and gives you a bent
Two kinds of puzzles
There are twelve of these sticks in
all (which means twelve jigsaw puz-
zles too!), and each has to be found
and placed in the Kiva before you
win the game. Accomplishing this
entails wandering around town
reading books and scraps of paper
that say things like, “In the begin-
ning, the creatures of the world
lived in the second world deep
under the ground...” and solving
two kinds of puzzles. The first type
of puzzle involves doing simplistic
activities such as putting a video
tape into a video player, or reading
a letter that says there’s a key under
Burt’s trailer then going to Burt’s
trailer and picking up the key.
The second sort of puzzle will
constantly thrill you with riveting
sequences where, for example, you
may have to bounce an egg across a
Being a sierra game, the graphics
are top notch
Despite its Rock n Roll FMV adventure look. Shivers 2 is actually a puzzle
game. Puzzling eh?
maze without it falling down a hole.
Others I have encountered consist-
ed of rolling eight balls through a
system of tubes to place them in
numerical order, guessing where
the cards are after they have been
shuffled around, forming a symbol
with some sliding blocks, guiding a
spider through another maze, and
(at last count) five bloody jigsaw
puzzles. I simply cannot wait for
the one in which I’ll have to create 5
piles of 2 donuts in 5 moves, or to
move the marbles onto their match-
ing squares in 38 moves or less!
Never once, while playing Shivers
2, did I feel like I was participating
in anything more than a flimsy
excuse to string together a couple
of dozen extremely dodgy, and
mostly unrelated, logic puzzles.
This is an adventure game with no
plot, no mystery, no atmosphere,
no challenge, and no adventure.
David Wildgoose
The suitably eerie
music is quite good.
There’s a story and
some terrible puz-
zles, but they have
absolutely nothing to
do with each other.
Unhealthily point-
less.
486DX2/66, 12Mb
RAM, 2 xCD
Pentium, 16Mb RAM,
4xCD, Win95
Hilad Corporation PTY Limited ACN 064 326 361
Unit 3 25 Ossary Street Mascot NSW 2020 Australia
Tel: (61-2) 9700 9377 Fax: (61-2) 9700 9409
e-mail: hilad@mpx.com.au Internet: www.hilad.com.au
F - 1 6 Fighting Falcon' is a registered trademark ol Digital Integration Limited
microfiles
NBA Jam Extreme
PUBLISHER
Sports/ Arcade
1-4
Acclaim
Ttba
~G
Now
P133, 16Mb RAM,
WIN 95
P166, 16Mb RAM, l
button Gamepad
overall
390
A Disappointing and
unnecessary sequel.
T hose of us that
have spent way too [
long gaming have
seen NBA Jam appear on
most gaming formats
over the years. Starting as |
a coin swallower in
arcades, and then appear-
ing on the fondly remembered
Megadrive and SNES, NBA Jam
was a popular title for those who
like their Basketball high on action
and low on rules. Two on two
Basketball, with all out fouling
encouraged and a heavy flavouring
of somersaulting Dunks and gener-
al antics that Superman would be
proud of. Well it’s 1997 and NBA
Jam Extreme attempts to make a
home on the PC. Boasting newly
improved 3D graphics, textured
polygon players and new extreme
moves, Acclaim are hoping for a
new round of Slamming action.
The setup procedure is similar to
the original. All the NBA teams to
choose from and all the players
ranked with different abilities, such
as passing, speed and the all impor-
tant Dunk factor. It has to be said
that playing this game without a four
button gamepad will
have you playing “Finger I
Twister” on your key-
board or missing out on turbo and
Extreme powerups on a two button
Control pad.
Into the game sees running com-
mentary and textured Polygons
everywhere, but it just doesn’t come
together well. The ball moves in odd
angles and the players sort of stag-
ger towards the backboard. Controls
were far from responsive and while
the super moves are not too frustrat-
ing to execute, the whole fun factor
was way down because of the above
problems. The biggest downer
though with this “suped up” version
is the generally crap graphics
engine. On full detail the game was
a slideshow on a P150. Switching to
low res mode, turning off floor tex-
tures, crowd etc did not improve
New! Flaming Max Air Super Tops
Nikes!
things. Considering that NBA Live
97 ran quite well on the same P150,
it's a real disappointment to see the
poor performance of NBA Jam con-
sidering it has to move considerably
less objects around the screen than
the big boy of NBA titles.
This sequel while adding some
new Extreme powerup dunks etc just
doesn’t add anything worthwhile to
NBA Jam. It’s less fun because of
stodgy controls, poor graphics and
the like. Whilst the original uses
sprites and is not a whizz bang in
the brave new world of 3D it’s faster
paced than this offering and is just a
whole lot more entertaining.
Peter Sharpe
Vegas Games
by shoving coins into the floppy drive
\need
Now
486/33, 8Mb RAM
WIN 95
486/66 with above
overall
600
Not as flashy as other gam-
bling sims, but it gets the
job done.
omputer gambling sims
offer different things to dif-
ferent people. For the real
life gamblers they offer a controlled
environment for testing strategies
out for that “Big” win in the Casino
down the road. For the crowd who
indulge in Windows Solitaire, Poker
and Blackjack WU195 style can offer
a similar sort of enjoyment. In my
case, it was seeing how easy 1000
bucks of virtual cash could be flit-
tered away in under half an hour.
Oh well, if we dress up in Tuxedos,
deck out our computer room in lots
of green velvet we can get a vague
taste of the high rolling lifestyle.
Vegas Games showcases six games
that will be familiar to those fond of
all things card and dice. First off the
rank are the Slot Machine and Video
Poker coin cruncher sims. While the
real life variants of these one armed
bandits are known for inducing
chronic boredom, wait to you try the
cashless versions on offer here.
Choose how much “money” you
pump in and then mouse click away,
a very dull experience. Video Keno
suffers from the same affliction.
Similar to Lotto (but with more varia-
tion in the odds), you pick some ran-
dom numbers and see if they come
up trumps.. Zzzz. The last three are
Blackjack, Craps and Roulette. They
not only inject some skill into the
proceedings, but allow for some
multi-player participation. Internet,
Modem and Serial play are available
and have to be a major step up from
that dreaded slot machine. A very
strange omission is that Poker (of
the card variety) has been left out.
This is usually a standard inclusion
in such gambling games and is sort
of like leaving out the shotgun in a
Doom clone.
While everything is well handled
with a simple Mouse interface and
appropriate graphics and sound
Vegas Games is quite bare boned.
Other gambling sims (i.e. Hoyle
Casino reviewed back in
PowerPlay #10) offer clever com-
puter opponents and a whole
Casino atmosphere. Vegas Games
is just six self contained gambling
sims with no frills or gloss. Still,
there aren’t any faults in the pre-
sentation so if you like the idea of
having a flutter on your PC, Vegas
Games will keep you amused.
Peter Sharpe
PC
ta» w i m m& xmm
microfiles
Flip O ut!
CATEGORY
Puzzle
PLAYERS m
PUBLISHER
Gametek
PRICE
$TBA
rating m ci
VAILABLE
Now
NEED
486DX/33, 8Mb RAM,
zxCD
WANT
486DX2/66, 16Mb
RAM
overall
73©
An inventive, neat, compelling
puzzler with some gorgeously
globby aliens.
A fter an endearingly cute
opening sequence, Flip Out!
presents a coloured 3x3
square grid surrounded by a num-
ber of gorgeously globby aliens. On
closer inspection, it is revealed that
the grid is actually a layer of
coloured squares on the ground and
a set of like-coloured tiles placed on
top. Press Ctrl and the game starts
with all the tiles tossed into the air,
along with a tenth ‘rogue’ grey tile,
before they begin to fall back onto
The only puzzle game to feature little green men
and a disco ball
the wrong squares.
The aim is to move the
cursor around the grid,
tossing (or flipping)
tiles until they all
match up again.
Strategy becomes evi-
dent when you realise
that the tile you just
flipped will land on the
square vacated by the
next tile you flip. Of
course, if you don’t
manage to flip that
next tile in time, the
previous one will come crashing
down on top of another one and the
game will be lost. It’s all a bit like
juggling then. Only a bit easier, and
a hell of a lot more fun.
Things become complicated
somewhat when, after a few
increasingly difficult layouts of tiles,
the grid changes to a pyramid of six
tables where you have to flip food to
match the hungry aliens, or a frac-
tured Mount Rushmore where you
must hurl around bits of dead presi-
dents. A little later there is an 'anti-
gravity' level with a floor and two
walls of tiles that flip in different
directions and it all gets pretty con-
fusing. Yet, at the same time,
remaining undeniably engaging.
And 1 haven’t even mentioned
what antics those gorgeously globby
aliens get up to. They start walking
on top of all your tiles so it’s hard to
see which colour the squares are,
they lie on top of tiles so you can’t
flip them, they (good lord!) eat tiles
so you have to ‘flip’ them several
times and force them to cough it
back up, they flip tiles themselves
and, oh, plenty more besides, but I
seem to have run out of space.
David Wildgoose
Luna Ticks
CATEGORY
Action/Strategy
PLAYERS
PUBLISHER
Manaccom
PRICE
$39-95
RATING ■£
AVAILABLE
NEED
Now
486/33, 8Mb RAM,
DOS
WANT
Non-Ninja should
cope fine.
overall
61©
Simple but entertaining, Luna
Ticks is an Aussie game so at
least grab the shareware and
check it out.
Launching into a game of Luna
Ticks for the first time brought
back visions of the Commodore
64. At the risk of sounding like an
old fart gamer, it was a time when
gameplay had to have an original
twist and stand on its own two feet
without the help of flashy graphics
and the like. On the other hand,
there is no way any of us would
swap our modern hard drives for
that clunky old horror that was the
C-64 tapedeck! Thankfully while
Luna Ticks boasts graphics that are
comparable with the C-64, no
tapedeck is needed.
Luna Ticks has you controlling a
robotic mining vehicle called a
“Tick”. The idea is to enter a series
of mazes where you have a factory
that produces all manner of trinkets
from Tick power-ups, factory
defenses and the all important
Credit Pods. Of course, trinkets
need resources and thus you power
your Tick about the place shooting
off and collecting Cutter Orbs that
mine precious material out of the
maze walls. Every now and then a
ship representing the “Greedy Bank
Manager" cruises by and you must
This doesn't look like your average strategy game...
pay back your mining
debt through Credit
Pods. You aren’t alone
in your urge to pay back
the bank and there are
other mining setups in
each maze, allowing
everybody to steal Credit
Pods, Cutter Orbs and
generally create havoc
with each other. The
trick involves balancing
your resources so you are mining as
much as possible, while building
enough weapons to keep those
enemy prospectors busy... all the
while decreasing your loan with the
big boy financier.
You can comprehensively alter
the playing style by a whole gamut
of options that adjusts
everything from the
enemy A I to weapon
technology. Playing
the computer does get
a bit dull after a while,
but not to fear as
Luna Ticks offers
Network and
Modem/Serial sup-
port. Network with 8
people all battling away in mining
Ticks... it’s got the potential for a
Friday night junk food free for all.
While definitely not an earth shat-
tering release, Luna Ticks has got a
fun twist doing resource manage-
ment the light hearted way.
Peter Sharpe
PCIRDiaailFllES/
MONSTER SOUND. Listen up. If you’re not experiencing Diamond Multimedia’s
outrageous Monster Sound 3D PCI sound card, you’re really missing something. Monster Sound
provides true CD-quality 3D positional audio— with up to 24 independent audio streams—
and support for Microsoft’s DirectSound and DirectSound 3D APIs. It also comes bundled with
a suite of advanced audio applications. Monster Sound will do for your ears what Monster 3D
did for your PC graphics. So visit us on the Web at www.diamondmm.com/monstersound
for all the facts and the location of your nearest Diamond retailer. Because hearing is believing.
Don’t
leave
your
ears
behind.
For more information call the authorised Australian distributor for your nearest dealer - 1800 248 690
or visit the Chips and Bits Australia website at http://www.chips.com.au.
Chips and Bits Australia Pty Ltd
36-38 Clarke Street, South Melbourne Vic 3205
MELBOURNE • SYDNEY • ADELAIDE • PERTH • BRISBANE
MULTIMKDIA
Accelerate your world.
WHICH MODEM 7
The PowerPlay lab test
by Daniel Cohen
ith more and more ser-
vices these days moving
into the online world, it
seems as though if you
don’t have a modem you
could well be missing out on something.
Modems have proved that they can do more
than just transfer files, with added speed and
voice functionality they have become a standard
item for anyone working from a Home Office,
as it is now also fax machine and an answering
service. All this is good and useful, but as we all
know, a modem really only serves one purpose -
to expand your gaming horizons. A modem
offers you the opportunity to play your favourite
game live over the phone lines with a friend, or
even on the internet with users from all around
the world. As modems evolve so does the tech-
nology immediately around it, but how can we
possibly leap into something that we are still so
unclear about? The tests carried out for this arti-
cle were only one factor in the overall scheme of
things. There is much more to a modem than
blazing transfer speeds, and with the help of
this guide we hope to clear the air of some of
the confusion, as well as give you an insight into
which modem not only performs best in online
games, but can also assist you with your every-
day SOHO needs.
The Setup
To test these modems we had to make an neu-
tral environment, a situation where no modem
would be operating under better conditions than
the next. To do this I set up two near identical
Pentium 133's with 32 megabytes of RAM, 16550
serial chips and running Windows 95. The soft-
ware used was HyperTerminal, as standard with
Windows 95. To create a consistent phone line
devoid of any interference we used a PSTN
(Public Switched Telephone Network) emulator.
This took out any extra variables that can affect a
modem’s performance; line noise, random
modems at the other end of the line, time of day
etc., and by doing so we created, if not perfect
line conditions, a telephone line that could be
consistently relied upon to allow these modems
to operate at 100%.
The modems were assembled straight out of
the box and connected using the drivers sup-
plied, otherwise the standard Windows ‘95 dri-
ver would be installed. The port speed was set
to 115 200 for every modem, and with the
exception of the 2 US Robotics modems, none
of the modems received any initialisation other
than at&f (to restore factory defaults) or atso=2
for the answering modem to answer the calls.
(Late at night I also slipped in an atmo to dis-
able the speaker - modems can make a sound
that will pierce an otherwise quiet night!). The
criteria for the test was to record the average
transfer speed of a 1 megabyte text file and a 1
megabyte compressed file (zip format) - both
sending and receiving using the Z-modem pro-
tocol. Each file was sent and received 3 times
and the average CPS (characters per second)
was recorded.
All of the modems were pitted against two of
the industry leaders - the Netcomm
SmartModem 336 and the Hayes Optima
BusinessModem 336. The Hayes choice was
straight forward - any modem purchased in
Australia would be a Hayes-Compatible
modem. Hayes are recognised as being the
first company to make a modem (almost 20
years ago when they released their first 300
bps modem) and have been front-runners ever
since. Hayes’ premier modem, the Optima
BusinessModem 336 boasts the latest in DSP
technology and can feasibly communicate at
230 400 bps using 8:1 compression. The
Netcomm Smartmodem 336 is in the same
class using the Rockwell 288DPi DSP chipset
with the Motorola 68302 CPU and 2
megabytes of RAM, it too can compress data
up to 8 times allowing for a potential through-
put of 230k bps. The other reason for selecting
this modem is that a large percentage of bul-
letin boards and Internet Service Provider dial-
ups are Netcomm modems.
The Line-Up
All of the modems boasted so many features
that it would take some time to actually read the
entire contents of any of the boxes. But we need
to focus on one feature of each, and that is the
maximum operating speed of the modems. In
this case we are using a V34 modem, or 33.6k
(that’s 33 600 characters per second). All of the
modems supplied can communicate at lower
speeds than the prescribed, but our tests want to
provide reliability at speed. All of the cables,
manuals and software supplied with the
modems were for PC connections unless other-
wise specified. Most external modems are not
computer specific (this excludes the Global
Village Teleport which is Mac only), and in most
cases all that is needed for a Mac to use any of
these modems is a Mac modem cable (see your
dealer or the manufacturer for more details). All
boxes but a few contained assorted Internet
Service Provider disks.
An Overview of " The Perfect
Modem”
In my mind there is such thing as “The
Perfect Modem”, but of course I am yet to meet
it. This modem would be of an ideal size so that
you could place it on your desk where it is acces-
sible and easy to view, yet out of harms way.
With most modems you receive a huge trans-
former that renders half of the sockets on a
power-board useless. The perfect modem would
have a plug that takes up just the required space
which allows all outlets to be accessible. All fea-
tures of this modem should be easy to operate
(such as the power on/off switch), the software
drivers included install without fuss, and the
manual be informative yet not too lengthy. If
something should go wrong, you know there’s a
good team behind you to make things right with
The Perfect Modem, and of course The Perfect
Modem doesn’t cost an arm and a leg.
The Perfect Modem will be the ‘yard-stick’ by
which the varying features of the modems being
tested will be measured.
Avtek MegaModem 336
For years now, Avtek have been putting good reli-
able modems on the market at an affordable cost.
This Avtek modem comes in a consumer-friendly
plastic case on a cardboard backing that allows you
to see everything included, but although the large
yellow sticker might say “Open With Care,
Installation Instructions On Back” it’s not that
easy. Once I had clawed my way inside I found a
compact power plug, ideal in size allowing full
access to other sockets on the board. The Avtek
requires a unique cable, with a 9 pin parallel to a
circular 8 pin at the other end. For me to use this
modem however I required a 9-25 pin parallel con-
verter, which unfortunately was not supplied in the
packaging. 6 floppy disks were also supplied; 2
with driver software, 2 for Adobe Acrobat, and 2
for the Cooee communications software.
Over the years Avtek modems have adopted the
shell of other modems; most recently it looked
like a Motorola LifeStyle, but the new look Avtek
has taken on the form of the popular palm-sized
Netcomm Roadster. The LED’s are small and dif-
ficult to view but it was very simple to install
from the drivers supplied. The Avtek performed
below par when everything was weighed up,
however it was reliable and never hiccupped en-
route to producing times that were perhaps a
shade under the average in its class. The Avtek
also comes in a Mac pack, complete with Mac
cables and the MacComCentre software package
for terminal and fax communication.
The WaveSP comes in packaging that is
unlike any other, and the actual modem is on
full display inside the triangular plastic casing.
There were no problems installing the modem
using the drivers supplied on the CD-ROM and
following the instructions painted on a colourful
6 page leaflet. The manual itself is adequate and
the power adaptor is large but narrow, proving
to be power-board friendly. The cable is a 9-9
pin parallel, but a 9-25 pin converter is supplied
for those who use a 25 pin com port. Also
included is a line-out cable that makes its way
from the modem to your sound card. This
means that when you are using SVD
(Simultaneous Voice and Data), you can hear
through the speakers attached to the computer,
and communicate with the built-in microphone.
The modem acts as a full-duplex speakerphone -
this means that you can talk hands free without
sounding as though you are in an empty room.
The modem itself takes on the shape of a wave,
with a convex front panel looking a bit like a
miniature Sydney Opera House. The indicator
lights are large, well marked and easy to view even
at an angle. All cables slip easily into the marked
ports on the back, and the power switch on the
right-hand side is easy to access. Performance-
wise the WaveSP behaved a little better than most.
It connected to both host modems efficiently, and
was a shade quicker than the bulk of the modems
at both sending and receiving data. There is room
for an optional headset.
Banksia MyFastModem
The MyFastModem is part of the Banksia
SOHO series, and has retained its mid-sized
case that the first MyFastModems were shipped
in. It comes with QuickLink II fax and terminal
software and informative manuals for using
both the modem and QuickLink II. It was very
easy to install, the transformer fits harmonious-
ly into a power-board, but if there is one issue
with the MyFastModem it is the On/Off switch -
it’s very difficult to find and stiff to operate.
Connecting to both the Optima and the
SmartModem 33.6 was no problem, and data
communication was solid throughout and there
was little wait for the file transfer to commence.
In all the MyFastModem was a stable competi-
tor, but its current pricing perhaps doesn't suit
as it does not offer any voice capabilities.
Dynalink V1433VQE
This modem has everything that’s necessary to
get started - a 33.6k modem with SVD, a set of
headphones with microphone that plug straight
into the right panel of the modem, and driver
disks that make the installation simple. The
power plug was disproportionately large, the RS-
232 cable rattled when it moved and the manu-
al, although informative fell into the “generic”
category, and made no mention of the fact that
it was for the modem you had in front of you.
When transferring data it was found to be a
the slowest of the lot, but the minimal charac-
ters per second transfer difference equates to
seconds at best. It was up to 5 seconds slower
sending the zip file (taking approximately 4:48)
over 1 megabyte. At the time of reviewing the
Dynalink came free with a full version of one of
the most popular 3D action games, Quake. For
those who have more to do than play games,
you can swap Quake for either VoiceGuard or
InternetPhone, both full versions.
GVC Teleport (not shown)
The Global Village Communications modem
is a Mac only modem that requires a Geoport or
similar connection to operate. The modem itself
is very small, and the cable is stuck to the body
of the modem. It ends in a DIN 8 pin plug,
which slots right into your Geoport. The box
itself is covered with features, it might even be a
little too busy, but is roughly the same size as
Quark Xpress and makes for easy storage on a
shelf or in a cupboard. The modem needs no
external power, as it draws its power through
the serial cable. The Getting Started Guide
explains what each of the components are, and
how to go about installing them.
The modem fits in your hand, and consists of
only 3 LED’s. There is an on-screen display in
the menu-bar of any application if you are con-
nected using this modem, making it easy to
keep track of throughput and progress. When
pitted against our test modems we found that it
performed as well as the rest of them, and there
were no dramas getting the modem to respond
in Zterm ‘out of the box’, nor did it have any
problems sending or receiving data.
Hayes Accura
MESSACEMODEN 336
v.v.v/.
The Hayes modems come in colourful compact
boxes with the numbers 3-3-6 plastered on the
cover. Once you remove the egg-carton packaging
from inside you are confronted by 3 disks
(SmartCom LE spans 2 disks, the other contains
the Accura Windows drivers), manuals for
SmartCom and a Netscape Navigator Personal
Edition CD. The power pack that will fit into any
standard power outlet comfortably allowing all
ports to remain accessible. However the manual
for the modem is a standard guide for Hayes
modems, and it contained no information specific
to the Accura. The same manual was found in the
Optima box, and although it was easy to read and
contained good installation instructions it would
have been nice to have a model-specific manual.
The modem itself is a sleek low-profile unit
that makes the LED’s easy to view. The power
switch located at the back right by nature is dif-
PCIPmMtey
ficult to operate, but perhaps because of the
lower profile it is easier to access than most like
it. When connected to its stable-mate it trans-
ferred files rapidly, averaging a very high speed
except for receiving the text file where it was
evenly spaced between the ‘elite’ modems and
the rest of the field. It’s important to note here
that the 9.8k per second achieved in our tests
with the Netcomm and the Hayes Optima are
near to the 115.6k bps maximum speed the
Accura can achieve when utilising full compres-
sion. Perhaps the one drawback with this
modem is that it is not Flash-ROM upgradeable,
which means when the Accura steps up to 56k
technology you will have to return the modem
to the manufacturer for a replacement.
Hayes Optima
MESSACEMODEM 336
The Hayes Optima, as mentioned in the pre-
amble, is one of the more advanced modems
available today, and these tests outlined just
what the difference is between the high-end
modems and the rest.
It too comes in a compact box, which when
emptied reveals disks containing SmartCom
MessageCentre LE and the Windows drivers, as
well as the respective SmartCom and standard
Hayes modem manual. The phone cable provid-
ed was ready to build, and the Windows
Plug’n’Play installation was quick and effortless.
As the tests proved when talking to a
SmartModem it really does utilise the extra
power it possesses making transfer speeds
quicker, and when connected to the Hayes
Accura it once again outshone. The major draw-
back with this modem is its price, which is cur-
rently listed at $399. This takes the modem out
of many peoples price range, but if you require
either a message centre for your home office or
a modem that can transfer large files quickly,
then this modem is a worthy option. Future
upgrades for the Hayes Optima are Flash-ROM
(software) ugradeable, which means you need
only download the latest drivers from the inter-
net or the Hayes BBS to stay in touch with the
latest speeds. After being left on for a short time
the modem started to get quite warm, though it
did not affect the performance in our tests.
Hayes Optima PCMCIA
28*8 (not shown)
This modem will fit simply into any Type 2 or
Type 3 PCMCIA slot, laptop or desktop dock. It
had no problems connecting to the Powerbook
we used for the occasion, and took kindly to the
emulator and the lab conditions.
Even though it was only a 28.8k bps modem
we put it through its paces. It had no problems
connecting to either modem, but it did commu-
nicate with the Hayes a little better. It was quick
to get into a constant rhythm, and performed
well when both sending a receiving text.
Micronica Jumbuck SAVD
When I looked at the Micronica modem box
I was confused - although the box told me it
was a 33.6k bps fax modem with voice, I was
unsure of what it was called. I was then
drawn to the unobtrusive sticker in the lower
left hand corner which informed me that it
was the Jumbuck SAVD. Inside the box the
surprises continued - there were no driver
disks or Internet Service Provider disks, the
power supply was large and branded with a
yellow Micronica sticker, and the manual was
poorly worded. The only thing that made this
manual a Micronica manual was the sticker
on the front cover. No headphones were
included in the package. The modem did
autodetect at startup, and when prompted to
install a driver I was advised by Micronica in
Melbourne to use the standard modem driver
for Windows ‘95.
The modem itself is a small light green
unit, and when it was taken out of the box the
back panel almost fell off exposing the circuit
board and various wires. The front panel has
9 LED’s and also contains the headphone and
microphone jacks. Needless to say, the only
badge on the modem itself was a Micronica
sticker.
All of the aesthetic values aside, the Jumbuck
did prove to be reliable when connecting to both
of the subject modems. It wasn’t the quickest in
its class, but it did moves the files between the
remote computer and itself efficiently, although
it tended to be slower when sending both the
compressed file and text data.
Netcomm Roadster
v.vvv.v
When I opened the Roadster box the first
thing to greet me was a 4 page leaflet explain-
ing to me what everything was and where it
was meant to go. The cable supplied is the
unique Roadster 9 pin parallel to DIN 8
modem cable, and a 9-25 pin converter was
included. There is also a set of headphones
with a microphone attached for all of those
nights spent utilising the SVD functions of
this modem. Most modems have 2 ports at the
rear to allow piggy backing of your telephone
hand-set, but because the Roadster is so com-
pact Netcomm have provided a phone cable
that will allow a hand-set to be added onto the
back on the modem connection. With the
assistance of the Netcomm CD installation
was simple once the modem had been detect-
ed during startup.
The modem itself is same ‘size of your palm’
unit we have become accustomed to, with the
power switch on the rear left and the
headset/microphone ports a little closer to the
front. When put to the test the Netcomm
Roadster performed above most with com-
pressed files, but was very much the same for
text transfers, both sending and receiving.
PCRwaaflfeE/
Netcomm MemoryModem
Netcomm SmartModem 336 w
■■v.v.v.
The Netcomm SmartModem range is the elite
of the Netcomm fleet, all headed by the 336 D.
This modem offers DSVD - Digital
Simultaneous Voice and Data which is more
advanced than the analog counterpart. The 336
box had no hidden surprises, just the appropri-
ate cables and CD with drivers, modem software
and demonstration software. The 336 D box
comes with an extra phone cord for extending
from the modem to your handset. Mac packs
are available for both the 336 and the 336 D and
cost just Sio more for the Macintosh modem
cable and the MacComCentre software.
Netcomm modems are sleek by design, and
their flat, long and thin appearance has been
retained through many years of upgrades from
the early Netcomm SmartModems. The 336
only offers the one RJ-11 port at the rear, and no
piggy-back phone cable means that no phone
can be attached unless you have your own dou-
ble adaptor. Both of the modems have a front
panel which opens to expose the dip-switches
and on the 336 D this is where you find the
Talk/ Data mode button (it also exists on the 336
but does not operate anything).
The Netcomm Smartmodem 336 and 336D
transferred files in basically the same time as
each other. They are the same modem internally,
except for the fact that one of them supports
DSVD as well as being equipped with the latest
in DSP chipset technology. The SmartModems
DSP coupled with the Motorola CPU enable
compression ratio’s of up to 8:1, enabling the
modems to transfer files at a potential 230k bps,
or in simple term over a megabyte every minute.
Netcomm MemoryModem
IWWWJ
This is yet another new innovation from
Netcomm. This modem can be scheduled to
operate without you being there, or alternatively
you can leave the office and turn off your com-
puter, and the modem will store any faxes that
come when you (and your computer) are
unavailable. This is the perfect modem for the
Home Office, although the price tag is still in
the eelitei range.
Connecting was not a problem with either of
the hosts, and data transfers were efficient. It is
hard to see that this modem has much more
application than the unattended home office
however - it does not offer SVD which for the
price you would pay today for a MemoryModem
you could get a SmartModem with DSVD.
Spirit Cobra 336 Voice
B
Spirit modems have not been known to be the
most aesthetically pleasing units, but the Cobra
336 changes all of that. This modem would be
the one of the larger of the modems to grace my
com port, its wide appearance somewhat off-
putting, but it does sit on the top of a mini
tower without a problem, and the rubber feet
ensures that it won’t come crashing down. The
drivers installed very easily and it comes with a
comprehensive 100+ page manual, and a
unique keyboard-style power-plug. If there was
one complaint with this modem it is that the
power switch on the back left was rather stiff
and difficult to operate.
It did not hiccup when connecting to either
modem, completing the connection in under 15
seconds. It’s performance was acceptable although
it didn’t have a minor hiccup when receiving text
from the Netcomm SmartModem. That minor
stumble did very little to affect the overall results
recorded. The Cobra comes with a 2 year warranty
period which can be extended to 5 years.
US Robotics Courier
V. Everything
■■v.v.v.
The USR v. Everything modem is larger than
life. The power-unit is massive, the manual is
an epic and the modem itself is huge. In fair-
ness, just like the Spirit Cobra, the modem will
sit atop a mini-tower PC, or reside comfortably
on a large desk, but it does need some space. All
US Robotics modems come with QuickLink II
fax and data software, and the V. Everything also
contained a fold-out reference card and the stan-
dard D.I.Y. phone cable. One piece of paper
caught my eye, an addendum notifying the user
not to block the rather large air vent on the top
of the unit. I was hoping that the grill was for a
large speaker (it would look in place on the bon-
net of a V8 Commodore), but this note would
lead you to think that if this modem was left on
for long periods of time then you might see
some performance loss. The modem itself had a
‘Voice Mode’ button on the front panel, just
beside a clearly marked and easy to read display,
but the lack of markings on the back of the
modem can cause confusion as to what port the
phone line goes in, and what port the handset
comes out. The under-side of the modem also
listed some AT commands, a description of the
LED’s on the front panel, and a large slider to
control the speaker volume manually.
US Robotics Sportster
Voice External
The Sportster comes in a small box, and when
you withdraw the egg-carton packaging you are
inundated with manuals, internet software and
various loose papers. Nestled deep into the box
is a small modem nesting on its RS-232 cable.
In a fold-out section beside it you find a Do-It-
Yourself phone cable (you simply need to lock
the cable into the plug). The transformer is
extremely large, and will prove cumbersome to
most power-boards making the neighbouring
sockets useless.
The modem itself is mid-small in size, and
PCIPmsfflQy
had nothing to stop it from sliding around on
the desk. The LED’s on the front display were
small and difficult to read when in use, but the
clearly marked ports at the rear of the unit made
for easy installation. The manual supplied was
fairly limited, but contained everything you need
to know when it comes to troubleshooting. The
US Robotics modems are the only 2 in the
range supplied not to be using one version or
another of the Rockwell chipset, instead US
Robotics use their own chips co-designed with
Texas Instruments.
When it came to the crunch there were prob-
lems with both US Robotics modems. If the
modem connected the first attempt, for some
reason no data could be transmitted. Other
times the modem would have to retrain 3 or 4
times in an attempt to connect at the right
speed, which it did finally do after about 20-25
seconds. When files were transmitted during
this connection they would transfer very slowly,
and often encounter errors. I cannot say what
this is due to, but I would say it is largely due to
the different chipset internally. After some
experimenting and eventually turning to the
manual, I issued the initialisation string of
at&fi&do and it not only connected without any
sign of the prior problems, but it also trans-
ferred data as well, if not a little better than
most of the other modems. Needless to say
there was no problem in getting the 2 supplied
US Robotics modems to connect to each other
‘out of the box’, and when they did they trans-
ferred data at a very impressive rate.
US Robotics WorldPort
PCMCIA 28.8
The World Port is the other of the laptop
modems supplied for testing. With the hind-
sight of the work done on the desktop modems,
I knew what had to be done when the card fal-
tered slightly during the connection phase. By
issuing the same command (at&fi&do) I was
able to attain a steady connection, although the
connect sequence was still not perfect. It comes
complete with Quicklink II MessageCentre for
Windows and a 200+ page manual. It also con-
tained a PC card manager software disk. The fit-
tings for the modem to connect to the phone
line are a little bulky, and could break if pres-
sure was applied in the wrong place.
Once connecting the modem performed up to
standard, exceeding the 28.8k bps landmark set
by the chip. Text was a little slower than the
Hayes to transfer, but this was understandable
under the test conditions. Unfortunately I was
unable to test the WorldPort connecting to
either the Sportster or the Courier. The
WorldPort PCMCIA cardmodem can also be
used with mobile phones, and is software
upgradeable to greater speeds.
US Robotics Worldport
US Robotics Courier v. Everything
The Final Word
The tests carried out highlighted a view held by
many punters today - that there is no clear definition
between any of the modems you can purchase.
Excluding the Netcomm SmartModem range and the
Hayes modems, the tests showed that there was a
minimal difference between a Banksia
MyFastModem and a Micronica jumbuck SVD (con-
sidering 20-30 cps difference is at best a split sec-
ond). It is also fair to say that some of the modems
during the text transfer had not settled into a con-
stant rhythm after sending or receiving 1 megabyte,
a task which took at most 1:55 to complete. Taking
that into account there would be a minimal average
CPS change with a larger file. Calling any one of
these modems a 'winner* is difficult, they are all full-
featured, option packed and on the whole, very reli-
able. Obviously the SmartModems and the Hayes
modems outperformed, but is the extra technology
at this early stage (are we beyond comparing
modem communications to 'First crackles of radio’?)
worth the extra cost? The US Robotics modems per-
formed as well, if not a little better than the others,
but that was after time spent fiddling with initialisa-
tion strings which no one wants to do after purchas-
ing a modem. US Robotics technical support is very
helpful and open during office hours, but I have
been assured that the hours will be increasing very
soon. The Micronica jumbuck is the cheapest SVO
option, but the lack of driver disks and meaningful
documentation was discouraging. In all, I would
have to say that the overall better modem On light of
‘The Perfect Modem”) among the group was the
Banksia WaveSP. As SVO becomes a standard that is
just about compulsory when purchasing a new
modem, the WaveSP proved to be a solid package. It
came complete with everything needed to get start-
ed and including a CD full of useful and interesting
software. As usual, *IP something were to go wrong
with the product, Banksia provide a 5 year warranty
period on parts and labour, and free technical sup-
port via their Sydney offices. The WaveSP may lack
the grunt of the Hayes and Netcomm modems, but
as an all-in-one kit of high-speed SVD modem, voice
mail service, fax machine and futl duplex speaker
phone you cannot turn down the Banksia WaveSP.
For those wanting a second opinion it would be the
Hayes Accura MessageModem which performed
superbly, or if you want to simply download data
and don’t necessarily want the SVD features present
in the MessageModem. there is a Hayes Accura that
does not support SVD for under $200.
What Does the Future Hold ?
Modem communication has come along way since
the creation of the first modem in the late 1970’s,
and even in the last 5 years we have seen the ‘stan-
dard* speed increase from 14.4kbps to 33.6kbps.
lust days Netcomm ago Netcomm announced
Monday 28th May to be the day they ship their first
56kbps modem using the US Robotics X2 technolo-
gy. Upon speaking to US Robotics I am told that
their 56k modems are imminent. Unlike previous
modems (where if the speed increased you had to
buy another modem), all modems purchased today
are 56k upgradeable, but whether they are hard-
ware (you send the modem back to the manufactur-
er) or software (you download a file that updates the
modem) upgrades depends on the modem brand.
One thing is for sure, if you jump in now there is a
world to explore.
chart comparison continued over...
Performance vs Netcomm Smartmodem 336
Performance vs Hayes Optima Business Modem
Modem
Compressed File (1050k)
Send
Receive
Text Document (1005k)
Send
Receive
Voice
Netcomm Smartmodem 336
O
O
Netcomm Smartmodem 336D
Digital
Digital
Netcomm MemoryModem
O
O
Netcomm Roadster Ultra SVD
Banksia WaveSP
Banksia MyFastModem
O
O
Dynalink v1433VQE
Micronica ‘Jumbuck’
Avtek MegaModem 336
O
O
Spirit Cobra
Hayes Accura MessageModem*
•O
•o
Hayes Optima Business Modem
USR Courier v. Everything**
USR Sportster 336 Voice**
GVC Teleport
O
USR World Port PCMCIA**
M4*
)JIO
)26 o
590*
5828
Hayes Accura PCMCIA
P94
)288
6190
6288
Average CPS
O
O
O
O
O
* Hayes Accura is available both with and without Voice capability
** speeds attained using at&fl&dO to initialise the modem
Note - No test was performed for the Hayes Optima BusinessModem 336 as it was the test subject. In the Netcomm comparison I
was able to use a second SmartModem 336 that was supplied by Netcomm.
The test averages are not a major indicator as the majority of the modems did not compare in maximum speed to that of the
Netcomm Smartmodems and the Hayes modems
^Moderr^^
Distributor
Phone
Fax
Technical Support
Support Hours
BBS
Internet I
Netcomm Smartmodems
Netcomm Australia
02 9888 5533
02 9887 4274
1800 642 067
WD + Sat.
02 9878 3755
http: //www. netcomm .com . au
Hayes Modems
Hayes
02 9959 5544
02 9959 5235
via main number
BH / WD
02 9959 5287
http : //www. hayes . com
WaveSP/MyFastModem
Banksia
02 9418 8566
02 9418 8112
02 9418 8566
WD + Sat.
02 9418 7693
http: //www. banksia . com . au
Jumbuck SAVD
Micronica
03 9699 8844
03 9690 531 1
via main number
Customers only
(customers only)
http://www.micronica.com.au
Spirit Cobra
Mike Bourne Elect.
02 9906 6666
02 9906 7777
via main number **
BH/WD
n/a
http:/ /www. spiritmodems . com . au
GVC Teleport
Lidcam
02 9922 7066
02 9922 7071
via main number
BH / WD
n/a
http://www.globalvillage.com
Sportster/Courier
US Robotics
03 9934 8888
03 9329 7976
1800 628 324
BH/WD
Not yet online
http://www.usr.com.au
V1433VQE
Askey Australia
1 800 357 253
1800 063 962
1800 653 962
BH/WD
n/a
http://www.dynalink.com.au
Avtek MegaModem
Avtek Data Comms.
02 9888 5333
02 9878 7478
9878 7473
WD + Sat.
http://www.avtek.com.au
WD - Weekdays WD+Sat - Weekdays plus limited Saturday hours BH - Business hours
* Soon to be including limited Weekend support
** Dick Smith Customers call Dick Smith support
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More than just a
lst-pcrson action gaining - past, present and FUTURE
by Simon “Groo” Gruer
hen it comes to
a feeling of total
immersion
whilst playing a
game on your PC, nothing is quite
as engrossing as a good ist person
game. The term “ist person” is
derived from ist person perspec-
tive, where the display is taken
from the players point of view
(Doom, Quake, etc.) in a 3D envi-
ronment. You may have heard of
“3rd person” games, this is where
the point of view is taken from
behind the player in the game
(Fade to Black and Tomb Raider
hit that the US Army had a special
training version developed for their
tank troops in 1981.
Wolfenstein & Doom
Many games have since used
primitive ist person perspective
but none quite as ground breaking
as ID Software’s first hit,
Wolfenstein 3D. With its impres-
sive 3D engine and its addictive
gameplay, Wolfenstein 3D was the
shape of things to come. To date
nothing has been quite as ground
breaking as the second release for
ID software, Doom. Released in
“Doom clones” sprung up
overnight as did many poor
attempts at the ist person genre.
Dark Forces by LucasArts is
arguably the best of the First gen-
eration of Doom clones.
Enriched by the Star Wars uni-
verse, Dark Forces showed many
enhancements over Doom;
crouching, jumping and the abili-
ty to look up and down to name a
few. Its greatest let down was the
lack of multiplayer mode which
never made it into the final
release and ultimately halved its
lastability.
even watch peep shows in an adult
bookshop! No one had ever seen a
game like this before, that was
when Quake came along.
And then there’s Quake...
Developed by the authors of
Wolfenstien and Doom, Quake has
gone and revolutionized the gam-
ing world as its predecessors had
done years before. In the short
time that Quake has been released,
it has proved itself to be the bench-
mark by which all other ist person
games are judged. Where Doom
and Duke have relied on a games
are some examples). Any game that
takes place from the players point
of view can fall into the category of
ist person (flight sims, driving
games, etc), but the real fun begins
with ist person action games.
In the beginning
The history of ist person games
goes back further than you may
think. One of the earliest examples
is “Battlezone”, a first person tank
game release in 1980 by Atari.
Battlezone is also one of the first
true 3D games, using crude 3D
vectors for its display. It was such a
1993, Doom sparked a revolution
in the games industry for its slick
design and advanced features. It
was one of the first networkable
multiplayer games where up to 4
players could stalk demons togeth-
er, or stalk each other ;-) Doom 2
was released shortly after to an
eager audience. It was considered
by most to be a letdown, as it was
mostly cosmetic changes to the
original Doom (a few new mon-
sters and weapons).
As time went by, the success of
Doom was used as a formula for
other software houses. The term
ist Person Games Today
1996 was the year that saw ist
person gaming mature to the next
level of PC gaming. With the advent
of Pentium Processors, windows 95
and 3D accelerators, the PC is now a
gaming platform in its own right.
We saw the release of the “first true
Doom beater”, Duke Nukem 3D.
Boasting depth never seen in a
video game before, Duke Nukem
3D took ist person gaming to the
limits. You could interact with
almost everything in the games’
environment, turn the lights on and
off, play a game of pool in a bar,
engine that simulates 3D (the lev-
els are created from 2D maps),
Quake uses an engine that creates
a much more convincing 3D land-
scape. Quake replaces the hand-
drawn sprites as used in Doom
with elaborate 3D characters and
objects. Quake goes much deeper
than its good looks, it even comes
complete with its own program-
ming language, Quake C.
Quake C allows users with some
knowledge of programming to
manipulate and change the game
in almost anyway they want. With
Quake C you can create new
weapons, change the behaviour of
the monsters, even create your
own vehicles to ride on. If you
have access to the internet you
can download some examples of
Quake C that people from all over
the world have done. One of the
Quake is indeed the biggest ist
person game around right now ,and
other software houses know it. The
Quake engine has been licensed out
to no less than six developers -
including Raven for the soon to be
released Hexen 2 and 3D Realms for
generation ist person games will
use them to their full potential.
The future does look bright for
ist person games, here’s a run-
down of some games to look out
for in the near future:
Hexen 2 will include 4 distinctive
character classes: Paladin,
Necromancer, Crusader and
Assassin (this will be a female
character). It will also use features
seen in the original Hexen, like
the hub system, where you can
most awesome uses of Quake C is
the soon to be released “Quake
Rally”. Developed right here in
Australia, Quake Rally promises
to turn Quake as we know it into
a totally new game, putting you
behind the wheel of a customised
rally car.
their next instalment in the Duke
Nukem saga, Duke Nukem Forever.
THE FUTURE
This coming year promises to
be big for ist person games. With
3D accelerators quickly becoming
mainstream, most of the next
Hexen 2
In a few months we should see
the release of the first game to
use the “enhanced” Quake
engine, Hexen 2. Utilising
enhancements such as translucent
polygons and rotating brushes,
Hexen 2 looks like a real winner.
backtrack through previously
explored levels. And of course, it
will offer the same depth and flex-
ibility that Quake has offered via
Quake C (or will it be Hexen C?),
not to mention the fact that you
will be able to play with at least 16
people via the internet or LAN.
Multiplayer gaming
Doom started a trend with multiplayer 1st
person gaming, giving players a chance to
test their skills with up to 4 players via LAN.
Now with the Internet and multiplayer
games servers connecting players from all
over the world, now is the time to get into
multiplayer gaming. Quake has lead the way
with multiplayer gaming utilising a revolu-
tionary client/server system. Where games
like Duke Nukem 3D require an exact number
of players to form a game, Quake lets play-
ers join and leave established games when-
ever they like. Quake has also maximised the
amount of players that can be in a multi-
player game. Specifically designed with the
Internet in mind, QuakeWorld can support
up to an amazing 32 players at a time!
Future games such as Unreal and Jedi Knight
promise to have a similar multiplayer system.
Playing over the Internet
If you have a good connection to the
Internet, then you can start playing multi-
player games. If you have Quake, you can
use a utility called QSpy, a program used to
find Quake servers on the Internet. You can
also play some of the older favourites such
as Doom 1 G 2, but you will need a utility to
simulate a LAN network. Kali is a utility
specifically designed for playing multiplayer
games over the Internet. When you connect
to a Kali server you can organise games with
other players currently on the same server.
Although it can be a lot of fun, playing
games over the Internet can be sometimes
very slow because of the amount of informa-
tion that 1st person games send and receive.
Local game servers
A new alternative to playing over the
Internet are local games servers where you
dial directly into a dedicated games net-
work. These servers have the advantage of
fast and reliable gameplay and are a great
place to meet lots of new people. One such
games server is Digital UnderGround (DUG),
based in the Sydney area. You dial in to the
DUG network with a handy client program
called the Digital UnderGround Interactive
Explorer (DuglE). This client program lets you
navigate the network with ease and lets you
chat with other users, download files, send
email and much more. In the coming months
we should see a lot of local servers like this
one popping up all over Australia, they are
the future of multiplayer gaming.
Related Internet links:
http://www.quakespy.com
http://www.kali.net
http://www.dug.com
http://www.stargatenetworks.com
http://www.multiplay.com.au
This is Quake 2. ID showed their lax
attitude to sequels with Doom 2,
let's hope Quake 2 is more than just
another mission pack
3D Realms 9 forthcoming gome, Prey , will utilise ID Software's Quake 2 engine. A late 1998 release is scheduled
Unreal
No other ist person game (with
the exception of Quake) has gener-
ated as much hype and excitement
as Unreal, the soon to be released
ist person shooter from Epic
Megagames. Unreal promises to
be leaps and bounds ahead of
Unreal will use motion capture
techniques on its characters and
monsters creating a more fluid,
lifelike effect. Even though the
game is not yet completed (the
developers aim for a September 97
release date), the Unreal engine
has already been licensed to
Prey & Duke Nukem Forever
There is not too much informa-
tion on this next generation ist per-
son game by the makers of Duke
Nukem 3D, but like most software
developers, 3D Realms have a lot of
faith in their product. As the story
goes, you are Talon Brave, a full
With 3D Realms developing Prey
as their next “big thing” in the ist
person games scene, it came as
quite a shock when they announced
that the up coming sequel to Duke
Nukem 3D will be developed using
ID software's Quake 2 engine. Why
did they use another company’s 3D
Quake in the graphics department.
Where the lighting in Quake levels
is pre-calculated, Unreal boasts
true multicoloured light sourcing.
Even though the characters in
Quake are 3D, they still have indi-
vidual animated frames not unlike
the hand drawn sprites of Doom,
Microprose for their upcoming ist
person adventure “Star Trek: First
Contact”. Unreal has certainly
made a few waves in the 3D gam-
ing community, boasting to be the
first real “Quake Killer” is a bold
statement, time will tell if this
turns out to be true.
blooded American Indian who is
sucked into a science fiction adven
ture of galactic proportions (their
words, not mine!). The proposed
specs on Prey are quite handsome,
i6bit colour, full radiosity lighting
and 3DRealms own “Portal
Technology” engine.
engine when they are in the middle
of completing their own? Head of
3D Realms, George Broussard,
responds: "It’s a very good question,
but we have a very good answer. Our
Prey technology is predicated on 3D
hardware, such as the 3DFX card
and the Rendition card. Prey will not
3D accelerators
With 1st person gomes now starting to
use cutting edge 3D technology, most of
these games will utilise a piece of hard-
ware that is set to become commonplace
in all PC’s, 3D accelerators. These power-
ful pieces of hardware can turn support-
ed games (like Quake) into an amazing
visual experience. Currently there are two
major 3D chipsets commonly used in the
most popular 3D cards, Verite and 3Dfx.
Both offer advanced 3D features like
anti-aliasing, Z-buffering and bi-linear
filtering which can only be done effi-
ciently with the use of 3D accelerators.
Quake in overdrive
Although there are many games that have
utilised 3D accelerators already, none are
quite as impressive as Quake. Verite Quake
(as used by the 3D Blaster card) was the
first 3D accelerated version of Quake.
Verite Quake accelerates Quake consider-
ably ond removes jagged edges and pixeli-
sation via anti-aliasing. The 3Dfx chipset
(as used by the Monster3D and Righteous3D
cards) uses OpenGL to enhance Quake and
has even more features that Verite Quake.
GLQuake (as it’s commonly known) supports
effects like transparent water, dynamic
shadows and coloured lighting all of which
can be turned on and off via the console.
Quake is definitely seen at its best while
played on a 3D accelerator.
Next generation 3D
3D accelerators are set to become com-
pulsory with new 1st person gomes widely
supporting them. Almost all of the soon
to be released 1st person games support
3D acceleration. Prey, the next big game
from 3D Realms will be a ”3Dfx only”
game, demonstrating the faith 3D Realms
has in 3D accelerators. A number of hard-
ware vendors have started to develop
and release their own 3D cords. NEC have
entered the market their Apocalypse 3D,
using the Power VR chipset. With all
these new cards using different 3D tech-
nology it’s hard to choose which one is
best, only time will tell which one of
these cards will be a worthy addition to
your computer system.
Related Internet links:
http: //www. 3dfx.com
http://www.creative.com
http://www.cam.org/
-ogena/g lquake.html
jedi Knight sees the player using the Force, just like Luke Skywalker. Hopefully his haircut isn’t a Jedi standard
work without the current best 3D
cards on the market. When Prey is
released late in 1998 only then do
we believe there will be enough of
an installed base to support sales of
a high-end 3D hardware game.”
Jedi Knight: Dark Forces 2
When it was released almost 2
years ago, Dark Forces gave gamers
a chance to battle against the Empire
and a host of characters as seen in
the Star Wars films. Its’ biggest criti-
cism was the absence of multiplay
mode, which marred its lastability.
This year will see the arrival of what
could possibly be the most popular
game of 1997, Jedi Knight: Dark
Forces 2. Reprising the role of
Imperial defector Kyle Katam, play-
ers will now have to learn the ways
of the Force in order to stop a pow-
erful Dark Jedi named Jerec and his
six minions. As Katam leams the
arts of the Jedi - including levitating
objects, acrobatics, seeing through
walls, healing and, most important-
ly, the use of a lightsaber - he will
have to decide which side of the
Force to lend his powers. With an
engrossing story line, a 3D engine to
rival Quake, 8 player network and of
course the Star Wars universe, this
looks like the game that just might
knock Quake off its high pedestal.
Quake 2
ID Software have proved them-
selves to be the undisputed king of
1st person games, a title that they
have kept since their first game,
Wolfenstien 3D. With Quake already
proving itself to be one of the
biggest PC games of all time, the
sequel will have to be something
special. ID are keeping very tight
lipped about exactly what will set the
sequel apart from its predecessor,
but it seems it will be more of a
sequel than Doom 2 was to doom.
Thanks to technology learned from
the development of Quake, Quake 2
will have an even more realistic feel
and look about it incorporating
improved lighting techniques. From
the level of depth displayed in the
few screenshots that have been
released and software houses already
licensing the Quake 2 technology
even before it’s fully completed, it
3D world
Back in the good olde days of Doom (well,
it seems a long time ago) the standard
method of control was simply to use the
keyboard, which was fine considering the
limited number of controls. Now as next
generation games like Quake and Duke
Nukem 3D give much more freedom of
movement (the ability to jump, look up
and down, etc) the humble keyboard just
isn’t dynamic enough to move around effi-
ciently in a 3D world. The revolution of 1st
person games has spawned a number of
new and innovative joysticks and con-
trollers to help us navigate 3D environ-
ments. Here are just a few controllers to
get to grips with:
Wingman Warrior
Made by Logitech, a
hardware company well M
known for their quality mice
and joysticks, the Wingman
Warrior is a formidable ^
controller. Looking
like a standard flight (
sim joystick, it claims
to be the first con-
troller specifically
designed with 1 st <
person games in mind.
With your right hand grip-
ping the joystick, your left hand is used to
twist a large red knob and a smaller grey
dial. Aptly named Logitech Spin Control,
^ " F
■■ifeqr.imm.ibli-
buttons
this spinning red knob gives you greater
control in a 3D environment that a stan-
dard joystick. Overall the Wingman Warrior
is a very good controller, the only down-
side is you can only grip the joystick with
your right hand (which is a bummer for
lefties, like me).
Sidewinder 3D Pro
Microsoft, better jLwr ^
known for software,
recently entered the
gome controller mar- 5 ^
ket with their series
of ’’Sidewinder” con-
trollers. The Sidewinder 3D Pro is well suit-
ed for flight sim type games but its
advanced features make it appealing for
use with 1 st person games as well. The
stick itself twists left and right (perfect
for strafing) and it comes with its own
throttle control on the base. Not only does
it have a 4-way hat switch and four fire
buttons on the stick, but it has an extra
four programable buttons on the base. If
you’re looking for a good all-round joystick
with 1 st person games in mind, you can’t
go far wrong with the Sidewinder 3D Pro.
SpoceOrb 3 60
This has to be one of the most innovative
game controllers ever created for the PC.
Designed by Spacetec, a company that
develops 3D navigation tools for high end
CAD users, the SpoceOrb 360 is the perfect
controller for use with 1 st person games.
Sporting a unique ’’powersensor” orb that
can be pushed, pulled and twisted; it also
W
looks like ID will be able to keep
their crown. Rumours say there will
be no shareware version, but we can
look forward to a December 1997
release. I know what I'll be asking
Santa for this Christmas! ;-)
View to a kill
As you can see, 1st person games
are quickly earning the reputation
as being one of the most popular
forms of computer games today,
and rightfully so. Nothing is more
challenging and exciting than play-
ing a game taken from the point of
view of the player, and with so
many new titles to look forward to
it’s obvious that this is the type of
game that people will be playing
into the next century, and beyond.
has six buttons
and software 0^
to make it pro- / F
grammable. /
Because of its Nfcr;.
revolutionary
design, it
takes a little while to get the hang of. If
you want to go forward, you push the ball
forward, if you want to turn left, you twist
the ball left, and so on. The only real draw-
backs is the fact that it requires its own
serial port but overall it is one of the best
3D controllers on the market.
The cheap alternative
If a new joystick is a little too expensive
or you just can’t decide which one to buy,
you just can’t go past a keyboard and
mouse combination. You can use your
mouse to turn left and right and look up
and down while using the keyboard to
move forward and backward and strafe
from side to side. 1 st person games such
as Duke Nukem 3D or Quake are perfect
for controlling with a mouse and keyboard
combination. So if you want to save
money, try out your humble mouse as your
controller of choice before you consider
buying a new controller.
Related Internat links:
http://www.logitech.com
http: //www. microsoft.com
http://www.spacetec.com/WEB_SITE/PROD-
UCTS/360/f rames. html
This month in 3D
technews there’s more hardware to
contend with then ever before. It’s
actually starting to look like there
are more 3D accelerators and
enhancements to existing accelera-
tors out there then there are titles
for them. Which actually might
just be the truth!
The latest report from J PA (a mar-
ket research and publishing firm
tracking digital media technologies)
has shown that the 3D Market is the
fastest growing segment in semi-
conductor industry, with over 150%
growth expected in 1997.
Now everyone wants one...
At the recent Computer Game
Developer’s Conference in Santa
Clara, jPA announced that it pre-
dicts 42 million 3D graphics chips
will ship into the PC market in
1997, U P fr° m nearly 16 million
chips in 1996. Report findings
suggest that at current projected
growth rates, the 3D market will
double in 1998 to over 80 million
chips, and by 2000 the number
will be over 140 million.
Total 3 D Desktop Chip Shipments
Year Millions of 3D graphics chips
1996
*5
r 997
42
1998
8a H
1999
II 4
2000
142
JPA continued to say that manufac-
turers are driving technology up, and
prices down very quickly because the
stakes are so high. In a couple of
years 3D graphics will be as ubiqui-
tous as 2D and colour is today, and
no chip vendor wants to miss out on
having a piece of this market.
The study also stated that 3D
graphics chips are the fastest grow-
ing market segment in the PC
business. But hey, even without a
study, we’ve been telling you that
here at PC PowerPlay for the last
10 months...
PC games for $1 a pop
So, where does all this new Intel
grunt go? Surprisingly into, wait
for it... arcade machines! Intel have
is the ideal comple-
ment for Pentium II
systems as the
increase in processor
power will automati-
cally increase the
graphics performance
of 3D RAGE PRO
boards and chips.
The Pentium II/3D
RAGE PRO will
allegedly rival work-
station-class computing resulting in
the fastest 2D, highest 3D perfor-
mance, and best video acceleration.
These are bold claims indeed and
ones PowerPlay will look forward to
proving/disproving.
The 3D RAGE PRO with the
Pentium II MMX will support
DVD multimedia and visual dis-
play. Utilising an on-chip motion
compensation accelerator,
DVD/MPEG 2 frame rate will
improve by 30%, removing the
need to buy expensive hardware for
MPEG-2 and DVD playback.
of the chip include
Diamond
ing, the GLINT MX supports up to
70 Mbytes of texture and frame-
buffer memory, allowing board
designers to support extremely
high-resolution, true-colour dis-
plays providing high-capacity on-
board texture storage. Designs con-
taining i6Mbytes of framebuffer
memory allow 32 bit true-colour
and double-buffered displays up to
a resolution of 1600x1200.
But wait, there’s more. The
chipset also supports HDTV reso-
lution displays that run at a hori-
zontal resolution of 1920 pixels
within a linear framebuffer. The
GLINT MX-based boards are the
only professional 3D processor on
the PC that can drive the new gen-
eration of high-resolution HDTV
displays. Someone bring me some
water, I feel faint!
GLINT MX-based boards and sys-
tems are expected to start shipping in
volume in the second half of 1997.
Voodoo Rush available now
Here at the offices of PC
PowerPlay we have finally replaced
our much beloved 3D Blaster with
a more practical card. The
Hercules Stingray 128/3D is a 128-
bit 2D/3D graphics and multime-
dia accelerator combining _three_
high performance graphics proces-
sors on a single board.
The Hercules Stingray 128/3D
combines Alliance Semiconductor’s
and the 3Dfx Voodoo Rush chip
onto an excellently designed
Hercules’ board. By integrating the
128-bit Alliance ProMotion AT3D
2D/3D graphics and multimedia
processor with the 3Dfx Voodoo
Rush and 6MB of EDO DRAM is a
single slot solution, the Hercules
Stingray 128/3 D gives us back a
well needed PCI slot.
announced a hardware specifica-
tion for coin-operated video games
based on the Pentium II processor.
Intel P2 arcade machines will
utilise open architecture PCs that
enhance the arcade experience
with new features such as multi-
player interaction and Internet
access. Games in the running so
far include Home Run Derby, a
baseball simulation, Canyon
Runner, a multiplayer race game
with futuristic, armed aircraft, and
a flight simulator.
By writing for the Intel
Architecture-based platform, devel-
opers may create games for
arcades with the knowledge that
similar performance levels will
later be available in home comput-
ers. This opportunity encourages
creative, new types of games and
eliminates the crappy arcade con-
version blues.
With the P2 accelerated Graphics
Port and advanced 3D graphics con-
trollers, the Intel Architecture PC
will deliver the 3D, graphics and
video performance that players
expect in an arcade game. We
translated that to mean: “We’re
actually just sticking a 3Dfx into a
P2 PC and drilling a coin slot in it”.
Coin-operated systems based on
the P2 are expected to be in
arcades by the end of the year.
V "
Permedia GLINT MX -
3D accelerator supreme
For the TRUE 3D aficionado out
there, a new high-end member of
the GLINT family has become
available called the GLINT MX.
Designed to take advantage of the
Pentium II vendors
mm
*
Intel approves ATI 3D
RAGE PRO for Pentium II
Just when you thought nothing
more could possibly be happening
for the Pentium II, ATI
Technologies have optimised the
3D RAGE PRO graphics accelerator
chips for said processor. A massive
feather in their caps, Intel
announced that the 3D RAGE PRO
Multimedia, ELSA,
Omnicomp Graphics
Corporation, Radius
and Symmetric (an
STB Company).
This truly amazing
piece of 3D hard-
ware, being fully
scalable, allows up to
eight GLINT MX
processors to be used in parallel to
provide some of the fastest rasteri-
sation performance available on the
PC platform today. For example, a
twin GLINT MX board can display
up to 2 million “visible polygons
per second” and provides a textur-
ing rate of up to 55 million pixels
per second with full per-pixel mip-
mapping and high quality texture
filtering.
But if you thought that was amaz-
PowerPlay
This is not a photo.
Flying Nightmares 2
Ik
The Hercules Stingray 128/3D
also supports an advanced set of
video acceleration features in hard-
ware, including YUV/RGB colour
space conversion, scaling, and a 64
step bilinear filter with full line
buffer to provide exceptionally
crisp, smoothly filtered, 30 fps full-
screen/full-motion video playback.
Take careful note, a 64 step bilin-
ear filter for video is not possible on
a standard 3D6C. Hercules however
have managed to successfully not
only combine technologies from
both chipsets on their card, but to
also utilise the additional functions
of a standard MMX PC, not a P2
like the ATI. The optimised soft-
ware MPEG player that ships with
the card will support MPEG-i and
MPEG-2 DVD playback.
Special mention must be made of
the card’s installation routine - this
is possibly the easiest video in the
known universe to install! We put
the card in its slot, inserted the
Hercules CD when prompted and
that was it. Everything - utilities,
DirectX - the lot, installed seam-
lessly and we didn’t even have to
press ENTER once. Beautiful.
PowerVR 2
As we reported last month,
VideoLogic announced the immi-
nent release of the new NEC
Power VR 2 called the 3DX. The
Power VR 1 was proven faster then
the 3Dfx, but without bi-linear fil-
tering was largely ignored by buy-
ers. The new Power VR 2 however,
will feature everything the 3Dfx
can do, plus a number of new and
exciting features.
Videologic realising they have a
3Dfx killer on their hands are now
offering to upgrade any 3Dfx
Voodoo owner to a VideoLogic
Apocalypse 3DX for only US $130.
We never said the 3D accelerator
business wouldn’t get nasty. Of
course, we’re of the opinion that
the Power VR, being versatile
enough to run with any other 3D
accelerator, would be fine to be
used in tandem with your 3Dfx.
Keep reading for a review of the
Power VR 2 soon!
Software
Tomb Raider for the Mystique
Although a little late, Matrox
have announced a new software
patch which provides Mystique
3D hardware acceleration for
Eidos Interactive’s Tomb Raider.
The patch for the retail product
is now available for free down-
load on the Matrox Graphics web
site (www.matrox.com), 3D
Gaming section.
Rated one of the hottest 3D titles
of the year, Matrox believe the
Mystique enhanced Tomb Raider’s
is the bees knees. Not featuring
bilinear filtering, it does however
get up to 30 frames per second at
640 x 480 with higher res textures.
Goman
Goman, a new D3D title from
lesser known company Tek-47 has
just been released as a demo.
Although the complete game won't
be ready for a while, the taste we’ve
had here does make for something
to definitely look forward to.
Goman allows every Manga fan
to live out their every fantasy. Well
ok, not every fantasy, but if a big
bulky versatile super powerful
robotech is your kind of thing,
then this is TH E game.
You take control of Goman, a
famous Japanese manga character
from the comic of ummm,
Goman??? Anyway, your job is to
protect a city from Godzilla style
monsters by direct confrontation.
Totally cool features include a pop-
ulation counter. If you aren’t
watching what your doing and
take your fight into the city, not
only will the monster walk
through and topple buildings, but
if you’re knocked back, your own
impact will destroy buildings as
well. The more destruction, the
more population dies. Too few
people and you lose!
This games perfectly represents
the battles as portrayed in Manga
cartoons such as Robotech. Within
the great mechanical sentry, you
can fly forward, Jump incredibly
high, use side rockets to strafe left
and right, spin and crouch into a
totally cool martial arts position.
Attack with helmet lasers, plasma
shurikens giant plasma swords,
shields or a massive energy blast.
For the ultimate manga experience,
jump in the air spin around and as
your coming down on the victim
unleash the plasma sword to dice
him into monster mince.
3Dfx, Rendition and Power VR
2 players will be treated to a truly
visual feast as high res 640x480
graphics run at about 20 fps and
all the weapon and jet effects are
rendered in a beautifully trans-
parent glowing effect like in
Wipeout 2097.
Flying Nightmares 2
There’s one thing that just
screams out for 3D accelerated tech-
nology: Flight sims! To date howev-
er, except for the elusive “we’re only
including it in EF2000 V2.0 now”
EF2000 graphics-i- patch and the
even more elusive “is it really going
to happen” Jet Fighter 3 patch, noth-
ing has been done.
Thank the heavens then for Eidos
interactive (the people who made
the awesome Tomb Raider),
because Flying Nightmares 2 is
coming and NOTHING can pre-
pare you for the awesomeness of
this game.
It’s essentially the continuation
of the very popular Harrier AV-8B
simulation, but now you get to
choose between an AV-8B 2+ or a
Cobra chopper. With support for
the 3Dfx and Rendition based
cards (as well as the other cards
supported by Tomb
Raider), nothing can
compare you for the
level of graphical
detail this game
offers. Just take a
look at the screen-
shots!
Features of the
game include Virtual
Cockpits, 16-bit
(65,000-color) high-
resolution texture-
mapped graphics. TCP/IP net-
working allowing Macs and PCs to
hook up in multiplayer games. The
multiplayer capabilities however
are one of the biggest surprises.
Each team has one designated
Team Commandant responsible
for placement and direction of
“Non-Player” units, and overall
conduct of the battle in a style
exact to C&C. The other “Pilot
Players” participate in the battle
primarily from the cockpits of
their assigned aircraft, as they
receive orders from Team
Commandants from a first-person
perspective and watch the NPU’s
duke it out around them.
From the Ready Room, each
Team Commandant views a real-
time overhead map of the battle-
field, seeing the engagement
unfold as each unit detects and
engages the enemy forces. The
radio dialogue box shows colour-
coded messages from the “Non-
Player” units, as well as communi-
cation from the “Pilot Players” cur-
rently flying aircraft. Every unit can
be selected and assigned destina-
tions, targets, or dispositions with
a few simple mouse clicks.
Other Players not currently flying
aircraft can also view the battle
from the Ready Room, scanning
the battlefield for targets and help-
ing the Team Commandant keep
the situation under control.
The Team Commandant can
issue orders to “airborne” players
with simple mouse clicks, or ver-
bose text messages. Navigation
routes can be entered and changed
in real-time, and “warnings” can
be issued quickly when an unex-
pected contingency arises.
Other options include camou-
flage, ground units that can hide
and entrench, Calling up reinforce-
ments, or capturing enemy air-
fields (complete with their aircraft
and supplies). Full internet, allow-
ing FN2 players from around the
world to join your Team. Send
your friends on suicide missions
against impossible odds!
Jere Lawrence
More Flying Nightmares 2
PowerPlay
89
This technology has
obvious drawbacks -
a phone's anonimity
acn be advantageous
like pipes filling with
water to their limits
until eventually every-
one only gets a trickle.
This is the bandwidth
problem, it’s quite a
big one at that.
Which leads to the
ultimate question.
With a global network
^ Home Video
Conferencing
\ ■ |lie Internet is a strange,
strange beast indeed. Here at
-L our finger tips lies one of the
most powerful computer structures
mankind has ever built. Machines,
from around the world, connected
by powerful digital links
allowing masses of data
to find their way across
oceans and land to any
destination. Most likely
your home.
It is truly amazing to
this writer that the com-
mon man on the street has embraced
this technology so. Let’s face it, our
small unlimited access ISP and 28.8
modems barely pull the data in fast
enough. Like never before, we sit and
wait patiently for the data to come
in... painfully slowly.
#1 Need: Bandwidth
In a humorous twist of irony, it is
the popularity that cripples the
speed. As people login to experi-
ence the Net, most likely the Web,
the data they pull pushes the links,
struggling to feed
data to the individuals
that use it, why do
companies keep on
spending so much
money developing data-intensive
applications that just make every-
thing so much slower?
The best answer is faith. They're
developing for the future. Right
now, so few of us have the equip-
ment that can effectively utilise the
power that these applications have to
offer. For that reason, we’re going to
take a serious and realistic look at
communications across the Internet.
Virtual CB radio
In the beginning
there was Usenet.
Newsgroups to
most. This text
based means of
communication is
still one of the most
popular forms of
interaction on the
net. It’s not immedi-
ate. When people
post their messages
for the world to see,
it could take as long
as a day for the data
viduals time and effort. The Net,
being a haven for the computer
elite, allows university students
and the inventive to collectively
share their knowledge and create
together. Thus, applications are
born that try and echo, indeed
advance what we use in the ana-
logue world. But is it practical?
This expensive & complex
technology is also excellent if you
forget what you look like
individual, but that’s the problem.
Only with an individual. The first
program to ever address live real
time global conversations was IRC
- Internet Relay chat.
This system involved people from
all around the word connecting to a
common server where individuals
would input their statements and it
would be echoed to thousands in
real time across the planet. It was
live, it was fast, it was exciting, it
allowed individuals to carry on con-
versations and romances in real
time, it was text based.
The Net knew its limitations,
modems that link millions of
users slowly exhaust
its resources. Text is
fast and efficient, but
not necessarily
human. For decades
we’d had phones that
allowed fast full
duplex audio conversa-
tion, but now we had
regressed back to a
typed form of communication.
Better than morse code, yet still
strangely similar.
With the ability to create so eas
ily on a computer, new software
is only a matter of a clever indi-
□J
*1
H
1
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Mirabilis ICQ
Before we step out
onto the brave new
frontier that is digital audio and
video communications across the
Net. The first real problem that
many address is “How do I find
someone to talk to?", or “How do
munications programs
such as Iphone,
Netmeeting, CuSeeme,
Webphone and many
others. What this
means is that when you login, if
there is a friend of yours online that
you wish to contact, you need only
click his name and request the type
of communication. The program on
must first circumnavi-
gate the world io
times before reaching
its destination. This
makes for a strange
delay between the
originators sentence
~p
i_r
_n_
Q
1 know when I can talk to a
friend of mine?”.
An annoying reality about the
Net is that when you want to speak
to a friend. If they’re in the same
city, you generally find yourself
ringing them on a conventional
phone, asking if they
want to “chat”, hang-
ing up and calling
them across the Net.
Practical huh?
A very, very clever
program indeed has
addressed this prob-
lem beautifully. Called
ICQ by the Mirabilis
company, it allows
you to search for peo-
ple by their first and
last name. When you
find someone that you
know, you add them
to your personal list. Now, whenev-
er they login you get an audio alarm
and at a glance, you can see who is
and who isn’t on.
Easily the most useful piece of soft-
ware on the Net yet, it even has
embedding for external digital com-
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your end will launch
and at the other parties
approval, start the
same application.
Voila, communication
has started very easily.
Iphone
This is the
program that
started it all.
Essentially the
first program to allow vocal
communications across the
Net, it came out when 14.4
modems were still the go. It
was revolutionary, unique
and initiated promise for the
future. As an application, at ver-
sion 4 Iphone is a
swish product indeed.
Iphone does defi- .
nitely allow for voice
communication to
occur over the Net.
But not like a phone.
The first obstacle that
has to be addressed
is that unless both
parties have a full
duplex sound card,
only one person can
speak at a time. Just
like a CB radio. It
hardly makes for a
flowing conversation.
There’s also a certain delay as the
packets make their way from
source to destination. The Internet
unwritten IP rules apply here as
well. You know the one (tongue
firmly in cheek), that an IP packet
and your answer.
There are also a few more obsta-
cles to overcome. Iphone streams
its data to the recipient. It’s the
only way something as intensive as
vocal communications can be dealt
with. What this
means is that if
you have an
Internet con-
nection that is
prone to packet
loss, the per-
sons voice will
come in
scratchy at first
and ultimately
with entire gaps missing from it.
There’s no solution to this either,
except to get a better ISP.
But it’s not all doom and gloom.
There are some definite advantages
to Iphone as well. The first one of
course is the cost. If you have an
unlimited access ISP,
you can call anyone in
the world for the cost
of a local call. Any rel-
ative or friend over-
seas with just a com-
puter and an ISP you
can talk to for as long
as you like. Let's see
Telstra and Optus
match that.
Finally, Iphone is a
rather social pro-
gram as well.
Whenever you start
the program, the
first thing it does is
to log you into a
server that brings up a list of peo-
ples names and topics. By simply
double clicking a name, the sys-
tem attempts to “dial” the person.
If they’re already talking, a stan-
dard busy signal is heard.
If you get through, suddenly
you’re speaking to a total stranger,
on another side of the world.
Conversations are often interesting
and fun. If you connect to the
opposite gender, they can be even
more fun...
Iphone also allows for a commu-
nal white board to be used. It is
$
1 ^
1
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1 sj
LEJ
common practice for I phone chat
to become a kind of digital dating
service. People talk via voice and if
they have a digital camera or a
scanner, put pictures of themselves
up on the whiteboard.
Overall, I phone is an excellent
product, the best one out there actu-
ally. We still need more bandwidth,
full duplex modems and the ability
for multiple parties. It's fun to use
now and practical to talk to a family
member or friend cheaply. With no
need for additional hardware and at
a good price, it's a welcome addition
to the Internet suite of applications.
Home Video
Conferencing
2 solutions tested
On to the big kahuna of Internet
bandwidth intensive applications.
Video Conferencing. We had 2
cards at our disposal and put them
through as fair a test as we could.
In this situation, 2 PC PowerPlay
techs dialled into the same ISP. This
had to be done because quite simply,
using a modem, video conferencing
is impractical and barely useable
across the net. We communicated
for 2 hours straight with each card
to give it more then enough time to
stabilise the codecs (compression
decompression algorithms).
Just about anyone can figure out
Creative's webphone
[CREATIVE LflBs|
The Creative Labs Video confer-
encing kit consists of 2 items. The
Creative Labs Video Blaster and
the Creative Camera.
Video Blaster IE SOO PCI.
Price : $499
Formats: NTSC, PAL-B/G, Secam
and SVHS
Camera format: NTSC Colour
Driver Support: Twain compatible
Maximum Video resolution: 320 x
240
Maximum Frame rate: 3ofps
Maximum Colour depth: 24 bit
Maximum Resolution: 1280 x
1024 24 bit colour.
Software Included:
Family Album Creator
Asymetrix’s Digital Video Producer
Microsoft Internet Explorer
Image Pals 2
AVI to MPEG Converter
HotMetal light.
Creative Webphone
Installation
The Video Blaster has been
around for quite a while and has
undergone many revisions. Its lat-
est incarnation is as a PCI board.
Connecting the card is very easy. It
inserts into the PCI slot and then
involves connecting a male to
female 15 pin VGA pass through
connector from the primary video
card to the Video Blaster (VB).
The only point of confusion is
said male to female connector. As
the VB has 2 female plugs, one
input, one output, and no markings
on the card identifying either. It is
actually possible to plug the cable
into the wrong one. Although this
won’t harm the card, it does mean
that it won’t work and an inexperi-
enced person may find themselves
on the Creative helpdesk.
This could have been overcome
simply by mimicking the way it’s
done on the 3Dfx. They use a male
to female plug so that one input is
male, the other female. You can’t
get it wrong!
The final things that needs to be
attached are the specialised cable
that ends in a single male video
RCA connection and a female
Super VHS plug. Still being picky,
the male end of the plug is kind of
stupid. A female end would have
allowed you to use the male to
male video plug that came with the
card. Or even to buy one cheaply
from Dick Smith or other electron-
ics store. If you needed to extend
the length of the cable, being a
male end, it means you have to buy
a female-to-female gender bender,
of which a cheap one can degrade
the quality of the image.
Making it work
Next it’s time to install the dri-
vers. Upon booting Windows 95,
the card being fully plug and play
compatible is recognised by the
operating system. By simply insert-
ing the CD, Windows 95 installs
the necessary driver simply and
easily and all is running.
With the card up and running,
the next object that needs to be
installed is the Video Camera. A
small lightweight unit, it’s practical
and has a lens the size of a fibre
optic, It sits firmly anywhere, be it
on top of monitors or your desk
and has a shutter to close for priva-
cy. The Camera uses an external
power supply and has one female
RCA in port.
When everything is plugged in,
the first thing you’ll notice is a hor-
rendous discolouration along the
right hand side of your monitor. It
looks like the brightness has been
turned higher in that spot only.
The next thing is that there will
be a purple patch and video inter-
ference on your screen. This is the
Video Blasters way of telling you
that it needs to be configured
(tongue in cheek). Admittedly, the
entire process is explained in the
manual, but can be overlooked by
the zealous ones. Configuring the
card is a matter of adjusting verti-
cal and horizontal axis’ to align the
video image within the VB.
Using it
Upon testing the camera and card,
without recording or transmitting, it
seems to skip. One of the easiest
ways to test a conferencing card is
to wave at the camera, if their is jit-
ter, then the hardware is lagging. In
the Video Blaster’s case, it would
skip about 20 milliseconds, that
might seem inconsequential, but
the human eye can definitely detect
one fifth of a second.
One of the biggest problems with
the Creative Camera is that its light
adjusting ability is poor. In a well
lit room, your can barely make any-
thing out. The only solution was to
shine a lamp in each parties face,
making the experience highly
unpleasant.
The video conferencing package
that comes with the kit is
Creative’s Webphone. A very nice
looking chat product at that.
Designed to look like a mobile
phone, it even has a little flip sec-
tion. Plenty of buttons allow you to
dial people’s IP addresses directly,
Internet phone strikes a balance
between useful design & cool but
useless techy stuff
or to type in their name so their
current IP can be located from the
Creative server. Upon selecting the
destination, your phone makes a
dialling noise and the others will
ring. When they answer, bang,
you’re in and conferencing.
Once connected, the Webphone
codec is immediate. It doesn’t build
the image, instead it appears instant-
ly. The quality however is not accept-
able. You simply can’t make out the
other persons face. Vocal communi-
cations are fine, but video conferenc-
ing is the point of this exercise.
There is the option to take a
snapshot of the other person,
which does render a better quality
image, but one decent image
maketh not Video Conferencing.
The frame rate however was good.
It updated quickly and a fair rating
of around 7 fps through a 28.8
modem is accurate.
What else is it good for?
Creative aren't fully to blame for
they have obviously worked hard to
develop a low cost solution that
combines average quality with aver-
age frame rate. Which is exactly
what you get across the Internet. To
be fair to this technology, through
RCA, or an internal network, there
are a lot more uses for this card.
Here are some suggestions:
Because of the tiny lens, you could
drill a very small hole and mount the
camera on the front door, allowing
you to watch activities outside whilst
using your PC. Likewise, mounting it
in a babies room would allow total
video monitoring whilst you were
surfing the Net. Across a corporate
Network, the technology is great.
Perfect even. Otherwise, it's an effec-
tive tool for home monitoring, at
least until we all have cable modems.
Then this technology will indeed
challenge the conventional phone.
| MICRONICA |
Micronica are a bunch down in
Melbourne that seem to spend a
good amount of time researching
the products they’re going to sell.
Top marks to them, because the
Digital Vision Invideo Computer
Eyes product is very impressive.
Digital Vision Invideo PCI .
Price: $499
Formats: NTSC, PAL-B/G, Secam
and SVHS
Camera format: NTSC Colour
Driver Support: Video codec
Maximum Video resolution: 640 x
480
Maximum Frame rate: 3ofps
Maximum Colour depth: 24 bit
Maximum Resolution: 1280 x
1024 24 bit colour.
Software Included: Cu-Seeme
Asymetrix’s Digital Video Producer
Making it work
Installing it is very easy. You can
just plug it into a PCI port on your
computer and that's it. It doesn’t
need any pass through cables, con-
nectors.. Nothing! Everything
should be this simple!
The card has one female RCA
input (top marks there) and a
SVHS input as well. Utilising a
female RCA, there is no need to
purchase Gender Benders and you
can use the included Video lead or
one as long as you want.
Actually, one of the biggest rasp-
berries that Digital Vision blow
Creative’s way is that there is no
configuring. With the camera
plugged in, it works, straight away.
No need to align anything, this is
truly a plug and play card!
Installing the drivers is also easy.
Upon booting Windows 95, the
card being plug and play compliant
is immediately recognised and a
disk requested. The only point of
complaint is that the writing on the
disks is so minutely small that it is
actually possible to pick up the
Win 3.1 drivers by
accident. Not that we,
ahem, cough, may
have, shuffle, done
that here, avert eyes...
Anyway, providing
that accident isn’t
made, the drivers
install first time per-
fecdy, and the card
works great. The next
step being to plug in
the camera. This is a
little different, may
scare the novices but
still should be consid-
ered another feather
in its cap.
The camera doesn’t
use an external power
supply (though it
could at your own
cost - 12V necessary), instead, an
adaptor plugs into the 5.25 power
socket in your PC and a bracket
that screws over one of your empty
slots has a male power outlet in it.
A unique and original solution that
will ultimately save you a power
point and money.
Using it
The camera itself is also vastly
superior to the Creative one. It fea-
tures a number of external controls
that allow you to set the focus,
brightness and WB. Also, even in a
dimly lit room, its auto light set-
ting is perfect. With nothing but
an overhead light, the entire room
is perfectly discernible and there’s
no need to shine a lamp in your
face. There’s also a shutter to close
for privacy.
With everything plugged in, the
first tests of the card will allow you
to check its frame rate and local
accuracy. Again, superior to the
Creative kit, it’s clear, sharp, and
never skips a beat. It’s just like
watching TV on your PC.
Using the card on the Net howev-
er, started off being rather a tragedy.
Cu-Seeme, the included conferenc-
ing package is quite simply, NOT
useable through a modem.
Designed by people at the University
of Cornell, its primary purpose was
to allow multi user communication
inside the University.
Making its way onto the internet,
it’s the best VC product out there -
if you have an internal network.
Utilising our modem test, it quite
simply wasn’t useable.
Not wanting to disappoint the
masses though, and curious as to
what this card can do, we ripped a
copy of Internet phone 4 off the
Net and gave it a go. What a good
idea that was as well. I phone 4
with Video is a vastly superior
product to all the others, full stop.
With the Digivision camera, it
allowed us multiple resolutions,
and worked beautifully. The first
thing we noticed about this kit was
that the quality was vastly superior.
This had nothing to do with
Iphone, it was just using the
Windows 95 driver for the card.
Myself and the other tech both
agreed that we could recognise
each other, very easily and that this
was the kit to have.
High quality output on this card
was indeed that. Although you’d
only get about 1 frame a minute,
the quality was as close as you’d
get to a digital camera. Medium
resolution still offered excellent
clarity and about 6 frames a sec-
ond, which was great. Even at 640
x 480 and low quality you got
about 2 frames a minute. At that
high a res, what a feat!
In the end...
Overall, the Micronica kit is vast-
ly superior to the Creative one.
With higher resolutions, better
lighting, manual controls and
super simple installation with no
glitches at all, it’s the kit to have.
Video conferencing still isn’t that
practical, but on this card, even
with a modem, it’s definitely use-
able where the Creative kit isn’t. Of
course, once we have cable access
to the Internet, this is the kit to
have. Let’s just hope we don’t
exhaust all the bandwidth!
Jere Lawrence Justin Searchfield
Microsoft * Windows’ 95 gives you the bOOfc
To make your games the coolest they can be, you need the boot of Mlcroooff Windows* 98.
Its 32-bit architecture not only lets you kick some serious enemy butt, but also gives you
full-on, 3D graphics that’ll blow you away. To prove our point, Windows 95 now comes with a
complimentary CP somplor with 13 hair raising games. So get with the program. If it’s full-on
games that get you going, then \t'% time to fool the boot of Windows 95.
Complimentary Games Sampler available while stocks last. Available from participating resellers.
Microsoft
to kick some serious butt
www.microsoftcom.au/games/ where do you want to go today?*
ITLINE PPPSTR
HOTIDRRC
Hercules Stingray 1 28/3D Video Card
It’s happened, finally! A 3D accel-
erator card that combines excellent
2D performance with a top end 3D
graphics chip on a single board. In
the past, 3D/2D cards haven’t quite
been all they were cracked up to
be, either poor 3D performance
compared to dedicated 3D cards, or
average 2D performance compared
to dedicated 2D cards. The
Hercules Stingray looks to have
combined the best of both worlds,
with 3 separate graphics processors
for 3D processing, 2D processing,
and video playback.
It’s not just any old 3D chip either,
Hercules have used the current
industry leader, the 3Dfx Voodoo
Rush chipset with a single slot of
6MB EDO
DRAM. 2MB of
the RAM is
reserved for dedi-
cated texture map
memory, and the
other 4MB is
shared as display
memory. The
Stingray also
claims to be a sec-
ond generation 3D
accelerator,
because it handles
the triangle setup in hardware rather
than in software, which in the past
has created a computing intensive
software bottleneck. The 3Dfx
chipset supports a host of 3D special
effects, including
advanced texture mapping, point
sampled bi-linear filtering, MIPmap
filtering, depth cueing perspective
correction, fogging, alpha blend-
ing, Z-buffering, flat shading, and
Gouraud shading as well.
Full screen/full motion video
playback hasn’t been neglected
either, with a 64 step bilinear fil-
ter combined with full line
buffer providing playback at a
very respectable 30 fps, and the
MMX optimised card supports
Mpeg-i and Mpeg-2 playback as
well. For an all in one top end
3D/i28-bit 2D card, the Stingray
1 28/3 D will more than satisfy all
your gaming needs as well as just
about anything else you could want
to do with your computer, and at a
very respectable r.r.p. of $499 it’s
comparatively affordable too.
NEC MultiSync P1 150
and El 100 monitor
Monitors are often an over-
looked part of a computer
setup. There’s so many
advertisements for com-
puter systems that spruik
on and on about their
motherboards, video
cards and so on and then
tack on ‘15-inch monitor’
as an afterthought at the
end. Dammit, it’s just not good
enough. The monitor is a bloody important
part of a system - it's where you see what hap-
pens, and if it doesn’t work very well you’re
going to have a shitty experience no matter
how blindingly fast your processor is.
A decent monitor adds so much to the experi-
ence that once you’ve seen one in action, there’s
no going back. NEC have a built up a name for
good monitors, right up there with Sony and
the other bigwigs, and they’ve just released a
couple of new ones, the Pi 150 and E1100. Both
21-inch monitors, The Enoo is designed more
for the home user whereas the
P1150 is more of your top end
CAD/CAM type for professional
use. They’re both high quality,
with the Enoo using flat square
technology CRT with a 0.28 dot
pitch, and the P1150 the aperture
grille CRT model.
One of the problems in the
past with larger screen monitors
(the Enoo has a viewing area of 19.8”,
and the P1150 19.6”) has been the image vari-
ation from magnetic fields, but NEC reckon
they’ve licked the problem with their
GlobalSync control which will, they say, give
you a focused and crisp image. The other
problem with large monitors is what’s called
‘moire’, which is where a repetitive wavy pat-
tern appears on the screen. To counter this,
NEC have implemented an imaginatively
named circuit called the ‘moire canceller cir-
cuit’, and it’s located within the OSM (On-
Screen Manager) controls so you can adjust it
yourself too.
They’re both Plug’n’Play compatible, as you
would expect and compatible with either PC’s
or Macs (with an adaptor). They both sound
like something any gamer would be proud to
own, but take a deep breath because here’s the
not-so-good part; the price. You’re looking at
around about S4000 for the Enoo, and S5000
for the P1150. That’s a fair chunk of your pock-
et money, but if you can afford it it'll enhance
your gaming experience a hell of a lot.
Big monitor = big fun gaming
Datasonix note-
book tape backup
You tend to become
accustomed to
things getting
smaller, faster
and better in
the technolog-
ical world -
nothing to
get all
that excit-
ed about, but
every so often some-
thing grabs your eye and you find yourself thinking
‘how did they do that?’. Datasonix have just
released a tape backup drive for notebooks, called
the Pereos. Not all that impressed? Well, what about
if we told you that the cartridge was about the size
of a twenty cent coin? Still not impressed? How
about if we told you that each cartridge stores
around 1 gigabyte of information, and transfers at up
to 10Mb a minute, or iMb every 6 seconds? Pretty
impressive, we think. Most backup systems are fairly
small, but often in the past they haven’t been very
portable. With the Pereos it isn’t just the cartridges
that are tiny, the whole unit is about as big as a
Walkman and weighs in at around 10 ounces, making
it easy and simple to carry from place to place, so it
can be used as a sort of secondary hard drive as
well as a backup utility. There’s no skimping on the
usual backup utili-
ties either, with
incremental back-
ups and restora-
tions, a full search
function, file
import and export,
and more.
HWB3 HU I LUHtifc!
Matrox Rainbow
Runner Studio
If you ever wanted to watch TV on
your PC, or capture video, or create
your own multimedia extravaganzas
in the privacy of your home then
you’ve probably considered a video
editing card of some sort. Just imag-
ine watching the Aussies beat the
crap out of the Pommie cricket
team in a window of your monitor
while you pretend to do work! How
cool would that be!
There is a catch though, the
Rainbow runner will only work with
the Matrox Mystique video card, as
a daughterboard. If you’ve already
got a Mystique, or were consider-
ing purchasing one, then for
around $500 this could be just
what you’ve been waiting for.
Features-wise, it’s looking pretty
damn impressive. To begin with
you can capture from a camcorder
recording, edit in some wizz bang
special effects, and then re-record
the finished product on to the
video tape. Then there’s always the
option to watch TV on the monitor,
change channels or display options
with the remote control, or just sit
it in the background and set it to
listen for some key words, at which
point it’ll pop back up on screen for
you. Sounds pretty cool, you could
just set the keywords to be ‘Taylor’
and ‘century’ and settle back to get
some work done...
Of course, you could do the
reverse as well; watch TV on your
monitor, and play games on your
big screen stereo TV (either
NTSC or PAL), and
with the flicker
reduction filter on
the card the graph-
ics display should
be pretty decent
too. Then there’s
video conferencing.
Through a video
camera your image
is piped through to
whomever you
choose, and the
Rainbow Runner
also allows for a
dual window display for
multi-party conferencing. Of
course, you could also just grab
an image from a video or Mpeg file
and resize it and print it out as a
business card or as something to
put in the family album. The
Rainbow Runner comes with a 3
year warranty, and for more infor-
mation you can contact Focal Point
software on (02) 9925 0388.
Modem Wizard
Modems can
be a big hassle
when they
decide they
don’t want to
work properly.
To fix them,
you’re usually
faced with a lot
of frustrating
guesswork or a
call to a help
desk, neither of
which are
attractive
options in most
cases. Now
there’s an
Australian
product to help
you when you
get stuck, it’s
called Modem
Wizard and it’s
from a compa-
ny called
rketing Results
(confidence inspiring name, huh).
The product itself does look like it could come in
handy occasionally, especially for those not all that familiar with
dial-up networking, or modems in general. The main function of it
would seem to be the diagnostic equipment; it will perform tests to
determine just what’s going wrong, and where physically the prob-
lem lies as well. There’s a few other goodies including line speed
testing and help with modem installation as well. For around $50
bucks, if you’re new to the world of modem communications it
might just be what you need.
NEC Versa 2500/2600
Notebook
It's kind of sad when notebooks
start coming out that are more
powerful than your desktop com-
puter. At the very least, you know
it’s time to start thinking about
that upgrade...
NEC have two new notebook
computers in their Versa series,
the 2500 and the 2600. Both are
pretty damn high end machines
for notebooks, but the 2500 is the
slightly less powerful of the two.
The 2500 comes with a P133
processor, 256k L2 cache, and a
12. 1 inch DSTN high resolution
colour monitor capable of resolu-
tions of up to 800x600 with 256
colours, 8 x CD, 16-bit Sound
Blaster compatible card, two stereo
speakers and a microphone, a 1.08
GB hard drive, and 16MB EDO
RAM. If you think that’s impres-
sive for a note
book, the
Versa 2600 is
even more
impressive,
with the
addition of a
P150 MMX
processor, 10 x CD, and a slightly
larger 1.44 GB HD.
They both weigh around 3kg
each, and have ample room for
SCSI controllers, modems or video
cards to be added. Then there’s
two nifty little features as well -
firstly the infra-red port, which
allows for wireless communica-
tion, be that for printing or trans-
mitting data at a speed of up to
115.2kbps with other infra-red
capable devices. The second is the
choice of operating systems includ-
ed with the system - the first time
it’s booted up a menu pops up and
the user chooses from Windows 9 5
or DOS/Win 3.11, with the unnec-
essary OS being deleted.
They’re both more than just a lit-
tle bit cool, and the idea of playing a
game or two on those interminable
train trips home is most appealing.
The 2500 retails for around $4200,
and the 2600 for around
$5500, and Nec Australia has
more info on (02) 930 2000.
UPTIME
The Dell
Dimension XPS M200s
Ahhh, It's a good time to be a
serious gamer. Actually, it’s always
been a good time to be a serious
gamer, but now it’s an even better
time to be a serious gamer. A cou-
ple of months ago we told you
about the new spankingly nice
Compaq machine designed with
the gamer mind, and now we’ve
managed to secure another high
spec machine designed by Dell for
people just like us (except with
more money).
Is Dell. Is good
They're called the Dell Dimension
XPS M series, and while there are a
few different models with different
components, we’ve got our grubby
little hands on the biggest and the
best - the M200S.
How’s this for starters? The new
430VX chipset running an Intel
200MHz processor equipped with
MMX, 512k single bank pipeline
burst cache, 32MB SDRAM, a 4MB
Matrox Millennium video card,
Altec ACS-90 speakers, a Sound
Blaster Vibra 16 (hardwired in to
the mother-
board), US
Robotics
33.6k inter- t
nal modem, h.j
2 external
USB ports, j
a 17”
Trinitron
monitor, a
CIckanabunon
12 x CD ROM, and
3.2GB of hard drive
space. Dell have mostly
got it right on the nose.
For any avid gamer,
this would have to be
close to a perfect
machine. It would have
been nice for a 3D
accelerator card to be
included at least as an
option, and maybe a
slightly higher end
sound card (the AWE
32 is an optional
upgrade) but these are
really fairly small quib-
bles, and easy to inte-
grate separately should
the buyer choose to do
so. For the price tag of
$4,399, you’ll also get
the obligatory copy of
Win ‘95 installed, as
well as the MS Office
Pro pack and Norton
Bundle as well. The case itself is
well designed and functional, easy
and simple to open and makes
physically installing add-ons a dod
die with their compact mother-
board layout. There’s plenty of
space for peripheral devices too,
with three ISA and four PCI slots,
as well as a three year warranty in
case you screw something up...
All up it's a great system; easy
to install and use, and has
What does my computer contain?
How do I complete the setup of my
computer?
How can I customize my computer?
What help is available?
Dell Inspector
General Overview |_
Processor & BIOS
fc~a
Idle RAM 22 MB
w
&
C INI IMkr. I02W68 (Mb 17
CurartCafaDw* Sector. —
Service Tag
System Software
Helpful help screens to suit novices as well as
experienced users
enough Dell help systems pre-
installed so that even a complete
novice would be up and running in
no time at all. For the more
advanced user, it offers plenty of
grunt and high end equipment.
Simply, if you have the money, you
could do a lot worse.
Modem
System Specs
Motherboard:
P55C 430VX PCIset
200MHz MMX chipset with 32kb
internal cache
64 bit BUS, 32 bit address BUS
512k SRAM L2 single bank,
pipeline burst cache
32 MB SDRAM (upgradeable to
64MB SDRAM, 128MB EDO)
Video Card
Matrox Millennium
220MHz DAC
4MB WRAM -60ns
16 bit Z-buffering
Resolution:
1600 x 1280 @ 64k colours (110Hz)
1280 x 1024 @16.7 million (200Hz)
Sound
Sound Blaster Vibra 16 with 16 bit
FM synthesis
(upgradeable to AWE32 for 32 bit
wavetable synthesis)
Altec Lansing ACS 90 amplified
speakers with 4.5W per channel
Hard Drive
Western Digital Caviar 3.2GB
EIDE
i28kb buffer cache
access speed <i2ms
5200 RPM
or
IBM 3.2GB EIDE
i28kb buffer cache
access speed 9.5ms
5400 RPM
CD ROM
Mitsumii2 speed EIDE
Transfers up to 1800kbps
Access time <i4oms
US Robotics Sportster 33.6kbps
Data/Fax/Voice/Full duplex
speakerphone
Fax speed 14.4kbps
Fast processor, big monitor,
and top end equipment
Microsoft* Windows 95
udui i mriuunrd ■ ■
gives you the OOOX
to kick some
serious butt.
0.2.&&&L £ □
«— ■— 3 ^ t>
Mission
i^Slart | ^ Inbox - Microsoft Exchange 1 1 Monster T ruci<"1^adness
Serious studies by serious people
with degrees have shown that
computer games are cool. To make
your games even cooler, you need
the boot of Microsoft* Windows* 95.
The 32-bit architecture not only lets
you kick some serious enemy butt, but also gives you
3D graphics that’ll blow you away and a bad case of
white knuckles. To prove our point, Windows 95 now
comes with a complimentary CD sampler of 13 hair
raising games that will get your blood pumping.
But only for a limited time, while stocks last and from
participating resellers. More importantly, many of
today’s coolest, out-there games are being specifically
developed for Windows 95, so without it, these new
games just won’t happen. For those gamer’s who
are into the ‘net, nothing gives you a faster
response, bigger, badder graphics and
easier multiplayer links than Windows
95. So get with the program. If it’s full-on
games that get you going, then it’s
time to feel the boot of Windows 95.
Microsoft
www.microsoft.com.au/games/ where do you want to go today?*
Complimentary Games Sampler available while stocks last. Available from participating resellers.
FRONTLINE WGPCP
MMM
] -Jm] M
DIUCRS
ons
WF-’' ™- mm
The Rollins Bond Come in and Bum - the interactive CD
A s technology develops it
has to be more and more
compelling to integrate
music CDs with interactive ele-
ments for artists and record com-
panies alike. There have been a few
before, though most haven’t
proved to be all that popular - pos-
sibly because they were often crap.
A music CD with a few photos and
a two page bio of the band doesn't
make for much of an interactive
experience, I'm afraid.
Henry Rollins, never one to be
backward about coming forward,
along with his band have helped to
engineer their latest CD to incorpo-
rate interactive elements with a
web page as well. And for the most
part, it works, though not quite as
well as one might hope. The music
itself is pretty good if you’re a
Rollins Band fan, but
again the interactive
elements leave a little
to be desired. There’s
a couple of pages of
text - a nice timeline
of the band and
Henry, as well as
some material about
their past releases.
Then there’s the .avi
clips, which are nice
even if they are a little
short. All up though,
it’s little more than
filler. There’s nothing
really to keep you
happy for more than
a few minutes on the
CD and while there is
a link to the website
there's nothing new
there either, in fact
it’s pretty much the
same thing as the
CD. It’s a shame really, because
the potential of interactive music
CD’s is quite huge and has yet to
be exploited. Still, if you’re a
Rollins fan then you might enjoy
it... at least for a while.
Henry’s career choice
was a sensible one , as
front row forwards
usually burn out at 30
Romeo & Juliet
S ubtitled “An Interactive
Trip To Verona Beach”,
this CD ROM essentially
contains an edited highlights pack-
age of Baz Luhrmann’s astounding
film adaptation (it was clearly just
too good to win an Academy
Award) of “William Shakespeare’s
Romeo & Juliet”. After placing the
CD in the drive, you sit back to
watch a sequence of stills from piv-
otal scenes detail the bare bones of
the story. The collage presentation,
incorporating the still shots, over-
laid by text describing the scene,
the appropriate music constantly
playing, and short grabs of
speech, is effective in captur-
ing the spirit of the film. It
must be said, though, that lit-
tle of the startling visual
impact of the film comes
across successfully. I guess
this is due mainly to the
technical limitations of this
sort of thing, but also
because the fast edit, cut’n'-
paste style of the film is de rigeur
for any competent multimedia CD
ROM and, consequently, this just
doesn’t surprise in any way.
You can click on all the charac-
ters, or “Players”, for a pretty pic-
ture and some background detail, as
well as opening “Mercutio's Pillbox”
for more fascinating facts about life
in Verona Beach. There’s also a
complete version of the screenplay
for you to peruse. All told, I found it
interesting for about an hour or so,
but I don't think it has what you
might call “long term value”.
D.W.
V M 0 JIRUiUHIIIffl
Guitar Hits Volumes 1 and 2
The ability to teach is one of the
most under-utilised functions of
computers and computer software
to date. Ubisoft have set about
changing this with a series of pro-
grams aimed at those of you think-
ing about taking up or improving
you guitar skills. Guitar Hits vol-
umes one and two are simply the
best educational programs I have
ever seen, on any subject. To be
honest, I haven’t played for years,
though if these titles had been
available to me I may still be at it.
Each program is based around a
small but important collection of
songs. Important because they use
some technique or style which
every guitarist needs to know. The
beauty of Guitar Hits is in the way
the lessons are presented and
explained. Each track is broken up
into separate elements which can
be played right through or looped
individually to help you to get it
right. There is a video window
which shows the correct fingering
as the song plays and a separate
section which deals with special
techniques such as vibrato, slide
and harmonics so that you can
incorporate them into your lessons.
A section on chords explains how
and why they are used in each
track, giving you a bit of back-
ground theory in the process and if
you feel like changing the tempo,
maybe to slow the play down to
make it easier to see and hear
what’s going on, it’s as simple as
moving a slider! Volume 2 even
includes a built in electronic tuner,
just plug your guitar into your
soundblaster mic. In and away you
go. A must for any learner guitar
player sick of ploughing through
music books or expensive lessons!
George Soropos
Many guitar tutors have come and
gone, but this one scores highly for
clever and practical design. With your
input, this will get the job done.
$15 each inc. postage and handling. Enquiries: ph: 02 9310 1433,
fax: 02 9310 1315, subs@next.com.au
#1 Online fighter combat, Duke
3D, Grand Prix 2, Warcraft 2
playguide.
#2 Kali net games, Earthsiege 2,
Zork Nemesis, C&C playguide.
#3 3D graphic accelerators,
Settlers 2, Cyberstorm, Zork
Nemesis walkthrough.
#4 PC buyers guide, Australian
Rugby League, Normality, Spycraft
walkthrough.
#5 Net games, Time Commando,
Close Combat, Civ 2 strategy guide.
#6 Best and worst games of all
time, Quake, Pandora Directive,
Flight sim roundup.
#7 Violence in games,
Mechwarrior Mercenaries, Krush
Kill 4 n Destroy, MMX Pentiums
#8 Making of a Game, Video Card
feature, C&C Red Alert, Privateer 2.
#9 Red Alert Feature, Alphaworld,
Wavetable soundcards. Tomb
Raider, Syndicate Wars.
#10 New Star Wars games, 3D
accelerators compared, DIY
Upgrade guide, Discworld 2
#11 Diablo, Interstate *76, MMX
Pentiums examined, Build your
own PC and network, Dark Reign.
#12 MDK, Quake Mission Packs,
Huge joystick guide, Internet
Newsgroups, Ecstatica 2.
#13 Need for Speed II, X-Wing vs.
TIE Fighter, Quake addons, PCs
versus Consoles debate, Online
game hackers.
HOWTO
• Cut or copy the form and post it
with a cheque or money order, or
your credit card details, to:
PC PowerPlay
Subscriptions
78 Renwick St
Redfern
NSW 2016
• Fax a copy of the completed
form, with credit card details, to:
02 9310 1315
• email your name and address
with credit card details to:
subs@next.com.au
If you're not sure about
something, call us on
02 9310 1433
or email subs@next.com.all
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Windows into the
Monitor technology evolves at last
V irtually all monitors sold
for home computers these
days are based around the
CRT (Cathode Ray Tube). The CRT
has been around for a very long
time now and hasn't really
changed much. Of course, today’s
CRTs have better focus, clarity and
picture quality due to advance-
ments in technology.
Notebook owners will know that
their display is based on LCD
(Liquid Crystal Display) technolo-
gy. Display manufacturers have
been ramping up their production
of the larger size LCD panels for
use in making flat panel displays
for desktop PCs as well as note-
books. Another display technology
has emerged from various R & D
departments called PDP (Plasma
Display Panel), they come in sizes
of 20 inches and beyond. So, what
do these new display technologies
offer games players?
Cathode Ray Tubes
Cathode Ray Tubes have been
used for displays for a long time,
mainly due to the flexibility and
cost of manufacture of the CRT.
Most gamers would have a 14 or 15
inch monitor, if your lucky you
may have a larger display maybe 17
or 21 inch. If you have played
games on monitors of this size you
should know that the experience is
definitely more immersive than
viewing the game on a small
screen.
The CRT is very flexible in its
ability to display images in a wide
selection of resolutions, most mon-
itors are capable of displaying
images from 640x480 pixels to
1024x768 pixels. This is partly due
to the fact that the CRT is an ana-
logue device which also gives it the
ability to display an unlimited
number of colours.
Monitors are usually very bulky
and can take up a lot of valuable
desk space, this is because the CRT
itself has to be large enough to pro-
ject the electrons at the phosphor
on the screen, which in turn cre-
ates the image you see. Most
gamers will know that a standard
monitor is great for playing games,
but what if you don’t have the desk
space available, or what something
better is available?. Come on
down!, Flat Panel Displays
Liquid Crystal Display
The LCD display has been used
mainly in the notebook market,
where a CRT would be way to big to
lug around with you. There are two
main types of LCD in production at
the moment DSTN/STN (Dual
SuperTwist Nematic) and TFT
(Thin Film Transistor) commonly
known as passive and active matrix
respectively. Many companies are
now releasing LCD based monitors
for the desktop market, but prices
are currently quite high. Prices
should fall as the major players in
the LCD business start increased
LCD offers a cost-effective solution for colour flat screen monitors , but can't han-
dle fast movement on-screen.
production of their larger screen
LCDs. Currently 13.3 inch displays
are being used to create flat panel
monitors with the same viewable
area as a 15 inch CRT monitor.
DSTN - Passive Matrix
The cheapest LCD to manufac-
ture at the moment is DSTN type.
DSTN are not very much use for
the average gamer, as they have an
annoying trait, fast moving images
on the screen leave a blurring
effect as they move. This is due to
the liquid crystal not being able to
refresh every pixel in time. I am
sure that if you played slow mov-
ing strategy games you would be
able to cope with this, but playing
something like Sega Rally on one
would be very annoying to say the
least. Sharp have a set of LCD
monitors that employ STN
(SuperTwist Nematic) but have
developed a new addressing
scheme that eliminates the associ-
ated blurring effect. Other compa-
nies are not investing much R & D
time with STN technology and are
pumping most of their resources
into the newer LCD technology,
because, among other things, STN
has a tendency to have a very small
viewing angle.
PCRMaffeE?
jD Holographic technology. An HDVD device they can sell you, don’t expect to get much change from $15,000 though
TFT - Active Matrix
TFT LCD screens have a distinct
advantage over DSTN and have the
ability to display fast moving
images without blurring. The view-
ing angle of TFT screens is also
greater than DSTN screens, mean-
ing your friends can see what's
happening on screen without need-
ing to be directly in front of the
screen. Most major LCD manufac-
turers are currently ramping up
production of these type of
screens, especially in sizes of 12. 1
inch’s and up. These companies
are also trying to reduce the cost of
manufacture by achieving higher
yields in fabrication and by using
bigger pieces of glass to produce
the LCDs, meaning more LCDs
can be created at once. The obvious
benefit of an active matrix screen is
that it will behave just like a CRT
monitor screen when running your
games, but take up a lot less desk-
top real estate, leaving space for
your other important peripherals.
PDP - The biccer picture
LCDs are very expensive to man-
ufacture in large sizes. A few of the
big display companies have been
working on a new display method
known as PDP (Plasma Display
Panel). PDPs works by using little
gas discharge cells which make up
the pixels, but because these gas
discharge cells can’t be minia-
turised it is not possible to create a
PDP that is smaller than 20 inch-
es. There are a number of PDP
manufacturers with units that have
display sizes ranging from 21 inch-
es to 42 inches, imagine playing
your latest games on a screen that
size! The only problem that PDPs
have is the fact that they can't dis-
play high resolutions yet, 640x480
seems to be the norm. This could
cause games players problems
when SVGA (800x600 and up)
resolutions are used more in main-
stream games. These Plasma
Displays are also not cheap,
although they are cheaper than an
LCD of similar size. They are prob-
ably out of reach for most gamers
and will probably never make it
onto mainstream
desktops, you should
see them appearing
in your local airport
as information
screens and maybe on
your lounge room
wall as your TV.
HDVD - 3 D IMAGES
THAT FLOAT IN AIR
A lot of people
would say “No way!” if
told that this new dis-
play technology could
project 3D floating
images into the air in
a SCI-FI’esque man-
ner. But it is true.
This latest display
technology HDVD
(High Definition
Volumetric Display) created by a
company called Dimension Media
Associates can do just that. Given
any video input, these devices can
project a free floating images into
the air up to 10 feet in width!
HDVD is also capable of projecting
3 dimensional images without the
need for special goggles or VR
headsets. These 3 dimensional
images are fully viewable from any
angle and under most lighting con-
ditions. This is accomplished with
the use of a complex array of preci-
sion optical components, parabolic
mirrors and beam splitters which
then project the resulting still or
moving image into the air.
3D style games would take on a
whole new meaning, instead of
just seeing the 3D environment in
the game on a 2D screen the actu-
al scene could be recreated in
front of you. This would allow you
to view the game in full 3D, you
could for instance look under a
table for extra ammo. As this is a
new technology, the price for a
HDVD device is definitely out of
reach of most gamers at present,
but as we know prices fall, and
with a technology like this it cer-
tainly won’t be long before you
can buy them with a standard PC
(hurry up I say !).
Flat or Fat?
It may be a while until we all
have flat panel displays on our
walls and desktops. Compaq’s
Presario PCs have an LCD monitor
included, so you can see that they
are already slowly starting to filter-
ing through to the general con-
sumer market. The real problem
that must be overcome is the high
price of flat panel screens, the
price is almost 4 times that of an
equivalent sized CRT monitor.
Once this hurdle is overcome then
LCD monitors can become a major
contender in the display arena.
The technology that most
gamers (especially me!) will be
waiting for is HDVD or a similar
technology. 10 foot 3D images
floating in space is what dreams
are made of. The possibilities for
games are virtually endless,
Whole rooms could come alive in
your living room while 6 foot
monsters pounce on you from
around your sofa! Suddenly Star
Trek’s Holodeck doesn’t look so
ridiculous...
>q>a
SETUP
with Ashton (Dills
PC PLPYING UP?
Hardware hassles?
Software not quite as
SOFT AS IT SHOULD BE?
Don’t take it out on your
BABY, TAKE IT UP WITH ME.
I HAVE THE ANSWERS TO
YOUR PROBLEMS.
Setup
PC PowerPlay
PO BOX 634
Strawberry Hills
NSW 2016
SETUP@PCPO WERPLAY. NEXT. COM. AU
Secondly, I now have the pleasure
of using the internet but once
again my modem stuffs up. I can't
log on at any more than 9600 so it
takes me hours to do anything, if I
try any faster it makes a funny
sound about half way through con-
necting and i have to disconnect
every time I try to use it. Oh and
another thing I play modem games
with my friends and if they ring
me it always works perfectly, but if
I ring them it either won’t work or
we lose the connection halfway
through.
PLEASE HELP!! THANKYOU!
When you write, remember to
INCLUDE AS MUCH PERTINENT
INFORMATION AS POSSIBLE. SEND
your CONFIG.SYS and
AUTOEXEC.BAT and any associ-
ated *.INI files for Windows
THAT MIGHT TELL ME MORE ABOUT
YOUR PROBLEM. GlVE ME AS
DETAILED AN EXPLANATION AS YOU
CAN AND BE SURE TO INCLUDE AS
MUCH DETAIL AS POSSIBLE ABOUT
your PC. Feel free to email
YOUR QUESTIONS OR, IF YOU WANT
TO SNAIL MAIL, PLEASE REMEMBER
TO WRITE CLEARLY OR BETTER STILL,
PRINT YOUR LETTERS.
Modem mayhem
wyi My parents own a Packard
Hku Bell Pentium 150, with 32
megs of RAM, 2 gig hard drive, 8
speed CD ROM and it runs MOST
things perfectly. Although I do
have 2 challenges for you to pon-
der over;
1. Even though Origins ‘Strike
Commander’ is an ancient game I
think that it kicks ass... My old
computer ran it perfectly but now
on my new Pentium I get the mes-
sage not enough DOS memory...
blah, blah, blah. I have included
copies of my autoexec.bat and con-
fig.sys from my C:. Can you
PLEASE tell me what the problem
is or to fix it at least, and maybe
what I may or may not need out of
the crap that is in these files.
2. My second problem is my
modem, it’s F#@ked up. Firstly
when I try to ring one of the local
BBS’s it connects ok but then all of
this crap starts filling the screen
and I can’t do anything I can see a
little bit of their stuff mixed among
a whole heap of jargon. It’s like
some sort of interference. I’ve tried
it on a few different BBS's and
they all do the same thing.
David Anderson
Camden, NSW
Conflg.sys
devicehigh=a:\himem.sys
devicehigh=a:\emm386.exe RAM
highscan
fileshigh=30
buffershigh=30
lastdrive=e
dos=high
devicehigh=c:\pbtools\sgidecd.sys
/d:mscdoooi
devicehigh=c:\windows\mouse.sys
autoexec.bat
c:\apps\univbe\univbe.exe
path c:\windows\;c:\windows\com-
mand;c:\;c:\apps
set bootdisk=a:
c:\sound16\utility\azcal.exe
lh
c:\windows\command\mscdex.exe
/d:mscdoooi /m:20 /s /e
set blaster=a220 i) di Lj
set sound=c:\soundi6
1. Thanks for including
your 0 MEM /C, good
move :-). I get the impression
that your boot disk is DOS 7.
You’re unlikely to get the memo-
ry you require unless you use
DOS 6. DOS 7 is as bloated as
Windows 95. For 0 start you can
see in your MEM /C dump that
Windows is loading IFSHLP and
SETVER automatically, even
though it’s not in your
CONFIG.SYS ond AUTOEXEC.BAT,
it’s a rather annoying feature
of DOS 7. That’s wasted memory.
Still, we’ll see what we can do.
Edit your CONFIG.SYS:
Add UMB to your DOS=HIGH line.
Add I = B000-B7FF to your
EMM386 line.
Remove the MOUSE. SYS driver,
just load MOUSE from DOS after
booting.
In your AUTOEXEC.BAT reduce the
CD-ROM buffers on your MSCDEX
>a
line to /M:8 and don’t load
SMARTDRV or DOSKEY.
That should help, but ideally
you want to create a DOS 6 boot
disk loading only what you need.
2. I know exactly what’s wrong
with your modem (does that
moke you happy?). It’s all a
matter of brand name, default
settings and any settings you
moy hove set yourself. For a
start I’ll explain your modems
behavior: at o speed of 9600
your modem can communicate
relatively fine over the tele-
phone line, there’s no need
(but it helps greatly) to use
error correction. When you try to
go higher you MUST turn on error
correction or you’re going to
get exactly what you saw — jar-
gon. I think if you tried con-
necting to a BBS at 9600 it
would work fine just as it does
with your ISP. Likewise, when
you tried to use your ISP at a
faster speed it wouldn’t con-
nect — there's too much inter-
ference and the handshaking
can’t complete.
Although different brand
modems sometimes hove their
own subset of modem commands,
the following should work for a
large portion of modems. Open
up o terminal window (you can
do this with a DOS comms prog or
a Windows comms prog, just get
into ’terminal mode’ any way you
con) ond type the following:
ATGV
Then write down all the values
you see. I’m suggesting this so
you can keep your original con-
figuration in case you need it.
We’re going to reset your modem
to its defaults. Type this:
ATGF
ATGW
Then type ATGV again. Are the
values exactly the some? If not
(and I hope not) try connecting
to a BBS or the Internet at a
speed faster than 9600 again.
Does it work? If not, or if the
values didn’t change after you
typed AT&F type the following:
AT%C1
AT\N3
ATGW
The first line turns on compres-
sion, always a good thing
(though some games recommend
you turn it off (AT%C0). Leave it
on for oil BBS and Internet
stuff). The second line forces
error correction which falls back
to speed buffered (non error-
correcting) mode if the receiving
end doesn’t agree.
Die, Windows, die!
^ 1 hate Windows 95. How
can you recommend it? 1
put it on my computer and guess
what? It screwed absolutely every-
thing to hell and back. First I get
fatal exception errors and then it
can’t read from the registry or
something. It tells me to ‘restore
from backup’. Ha! what a joke! I
can’t get Windows to run.
So I went into Xtree Gold to check
things out, and the whole of the
Windows tree is corrupted or
something along those lines. I
couldn’t prune Win because it
was corrupt so I had to reformat
C:\! I have to thank PCPP for the
DIY computer in Issue 11 for
without that I would never have
got any further.
Well, after I installed DOS, do you
think I was putting Win95 on
again? Not if you paid me to.
However Win3.i now won’t let me
install any apps — like Office &
Works. 1 get Application errors and
General Protection Faults every
two seconds and I can’t get any
work done. What can 1 do? Please
help! I'm in Yr.11 and am in dire
need of a WProcessing program.
HELP! SOMEBODY! I don’t know
who else to turn to! May Windows
95 burn in hell for all eternity.
Christian
Hoppers Crossing, VIC
Windows 95, the evil spawn that
it is, should surely die
for all the pain it has
>a
caused you. I understand you
brother, for I too have been
screwed around by this semi-OS.
In fact, most people get
screwed by it — hence the need
for columns like this ond Random
Access!
Although Windows 95 is scum, I
have to admit that your prob-
lems sound like your hardware —
this isn’t something you can
blame Windows 95 for (damn!).
Did you install it onto a clean
system? Upgrading from Windows
3.1 con be problematic. Ideally
you should format your drive and
then install Windows 95. If you
still get major GPFs then it’s
certainly your hardware. The
fact that you’re having prob-
lems with Win3.1 as well seems
to indicate it might not be a
software problem ot all.
find when you viewed your disk
in XTG the disk wasn’t actually
corrupted. Windows 95 uses
VF AT, an extension of standard
16-bit FAT where long file
names are stored using directo-
ry entries in the FAT structure.
It’s a poor way of trying to
implement nice features, such
as extended file names, that
real operating systems have
(such as UNIX, NT or OS/2). Thus
VFAT is used to keep compatibil-
ity with FAT and obtain long file
names. The problem is only
Windows 95 can properly read
VFAT, no other operating system
recognises it, not even DOS
(which is why you see file names
truncated with in DOS). File
managers such as XTG can’t
properly interpret the directory
structure when they read it in
and the result is garbage —
hence you can’t use old DOS file
managers or disk utils with
Windows 95, you have to use
Windows opps. Pain in the butt.
DlRECT-WHflT?
^ Just what the heck is
Direct X?? I know it is a
driver, but for what? Also, does
Direct X have any side-effects on
the computer? A couple of weeks
ago, some the icons in the start
menu (such as the calculator,
mine-sweeper and notepad)on my
computer turned black, and then
a few weeks later it changed back
to normal icons. However, now
they’ve turned into fluorescent
colours!! Is this related to Direct X
or is it something else??
Thankyou very much!
Yours Sincerely,
Robin Chan
Internet
What’s DirectX? Erm...
ok.
>a
Here’s a brief summary: No, it’s
not a driver. It’s o MS standard
for providing fast access (direct
access) to your video card.
DirectX is an API that allows
programmers to write one stan-
dard set of code to write direct-
ly to your video card. DirectX
acts as a layer between the pro-
gram and your hardware. Thus,
your video card needs DirectX
capable drivers to be able to
support DirectX. Make sense?
A point to remember however,
that not many people realise,
is that DirectX doesn’t make
anything faster. Games aren’t
faster with DirectX than they
would be in DOS, the purpose
of DirectX is to reclaim that
speed that you get in DOS but
would normally lose under
Windows. DirectX doesn’t
improve upon the situation, it
rectifies a problem. If DirectX
didn’t exist programmers
wouldn’t be able to easily
write directly to the video card
whilst in Windows, and going
through Windows is a very slow
process (it wouldn’t be fast
enough for games like Quake).
So although it’s a much hyped
standard for 'games’, it’s actu-
ally a product designed to
bypass the way Windows handles
video whilst still being in
Windows. All for the sake of
keeping users in Windows where
everything is nice and friendly
rather than dropping to DOS to
play a game (DOS is the ultimate
gaming platform!).
However in all fairness DirectX,
because it standardises things
for the programmers, means
programmers can get on with
writing one routine for video
access instead of many such
routines and thereby get on
with the business of writing
games. This is a good thing.
It’s a similar situation with
sound cards. Notice how DOS
games have to support all
those different sound cards
and there are drivers for every
single one? Well, until stan-
dards like the HMI drivers came
along, games programmers had
to write code for every single
cord they wanted to support.
In Windows it’s up to the
sound card manufacturer to
write drivers for Windows to
use and programmers simply
make standard calls that
Windows understands to gener-
ate sound.
And no, your strange desktop
activity isn’t related to DirectX,
but it does sound like a video
driver problem so try re-installing
them and see how you go.
Random Access
Welcome to Random Access, a column dedicated to interest-
ing, useful and informative tips about anything and every-
thing to do with your PC. Be it hardware, software, DOS or
Windows you’ll find tips and tricks listed here every month.
If you have some tips of your own you’d like to share with
other gamers such as yourself feel free to send your tip into
Setup and, if we publish it, we’ll be sure to credit and print
your name.
Don’t call me stupid!
Is there anything more annoying than being treated like a complete
idiot by your operating system? There probably is, but Microsoft doesn’t
want to be outdone so they ensured you’d feel as dumb as possible
when using Windows 95, the bouncing ‘Click here to begin’ arrow
being a prime example. Was it made for completely stupid people? If
you found it helpful then... er... don’t bother reading on.
Remove it thus:
Start REGEDIT (stupid people: type REGEDIT in the RUN box or from
a DOS command prompt) and open
HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersio
n\ Policies\ Explorer.
If it doesn't exist create a binary value called NoStartBanner and give it
a value of 01 00 00 00.
Do the same for
HKEY_USERS\.Default\Software\Microsoft\Windows\CurrentVersion\
Policies\Explorer and the bouncing arrow will be no more.
Not stupid people: Always make a backup of your registry by copying
the hidden and system files SYSTEM.DAT and USER.DAT before you
edit the registry. Should anything untoward happen you can boot to
DOS and replace the SYSTEM.DAT and USER.DAT files with your
backups.
Take command
If you’re like me you use a command prompt to do most file operations.
A long time ago the smart lads at JPSoft realised that although the com-
mand prompt was a darn quick way of doing things, they could make it
more dam quicker. Along came 4DOS. This nifty little program
replaces the COMMAND.COM shell and has four hundred times the
functionality. Going into a feature list here would be take a couple of
pages, suffice to say once you start using 4 DOS you never look back.
The good news is that you can use 4DOS with Windows 95. You can
load it in your AUTOEXEC.BAT to be executed in every DOS window
you pull up, or you can replace COMMAND.COM completely and boot
Windows 95 from 4DOS (the latter is preferred, otherwise you load the
4DOS shell from within the COMMAND.COM shell, two shells is a
waste). If you choose the latter, just remember to add WIN to the end of
your AUTOEXEC.BAT to actually start Windows automatically.
The right command prompt will always outperform any GUI, as any
UNIX user can tell you. It’s worth checking out:
http://www.jpsoft.com:8o/
Shifting gear with Shutdown
It can be a real pain in that rear-ish area when you install new hard-
ware, new drivers or new software and you have to reboot, going
through all the hassle of a cold reset. Well, be hassled no more! When
you select ‘shutdowm’ from the Start menu just hold down SHIFT when
you press ‘Yes’ and Windows 95 will just unload itself and re-start.
Much quicker.
IpII'K
ORACLE
Game grief relieved free!
Oracle
PC PowerPlay
Reply Paid <34
78 Renwick St,
Strawberry Hills
NSW 2016
Oracle @pcpo we rplay. next, com.au
Day of the Tentacle
H l'm stuck (supa-glued) on
Day of the Tentacle. How
do I get the gold, a water proof
material, Ben’s kite and find the
vacuum cleaner with Hoagie? I’ve
tried everything, even flushing
spaghetti noodles down the toilet!
Russell Tubman
Gosnells, Wfl
Ok Russell, To get the gold,
take the pen on the table,
but they would catch you, You’ll need
to get rid of them, there is a smoke
alarm on the mantle, they seem very
concerned about fire. To start a fire,
you’ll need Jefferson’s log.
To get Jefferson’s log, Make
Washington look cold by getting his
teeth to shake. Replace his current
false teeth with the chattering teeth
found in the convention hall in
Bernard’s time frame.
Now, before you ask, here’s how you
get the chattering teeth. Open the
floor grate by the preplace, then
chase the teeth into the grate, and
pick them up from there.
What?! You need more help? So now
Washington won’t take the teeth.
Sigh, here’s some more help. You
need a cigar to remove Washington’s
teeth. Go to the novelty salesman in
the convention hall in Bernard’s time.
Sabotage the lighter so he can’t use
it! You need to switch the Pag gun
from Dwayne’s room for the lighter
gun in the convention hall. Dwayne’s
chair (on the door) is in the way you
need to get Dwayne to leave, so
Bernard can grab the gun.
To get Dwayne to leave, have Hoagie
get the letter from the mailbox and
give it to Bernard to give to Dwayne.
Finally, get Hoagie to block the chim-
ney, with Hancock’s blanket (go up on
the roof (through the attic) to do it).
To get Ben’s kite, Wash the carriage
with brush, soap and water. The
brush is in the cabinet in the wash-
room where you found the bucket.
The soap is on the maid’s cart. In
Washington’s room, use the bed, pull
the sash, then run out in the hall and
pick up the soap off the cart.
Get the waterproof kite material. The
lab coat in Red’s workshop is water-
proof. Give him the lab coat from the
lab downstairs, then use the battery
with the kite when Ben gives it to
you. Push the kite when Ben says
“Now”. Then pick up the battery and
plug in the Chron-o-John.
Finally, the vacuum cleaner. It’s sim-
ple, just have Hoagie use the vacuum
cleaner pier from the lobby with the
suggestion box.
Beneath a Steel Sky
H I am currently playing
Beneath a Steel Sky and
I’m really stuck! I have gone to
every place possible and collected
collectable except for the key and
the bottle of lubricant in the store-
room. When I take the key and
lubricant and walk out the store-
room with them, the man there
searches me and takes the key and
lubricant away from me! How do I
keep it, what do I do once I’ve got it.
Stuart Kennedy
Rdelaide, S. ft.
Well Stuart, that’s one
mighty problem you’ve got
“key and lubricant” (let’s
hope their not connected somehow).
Here’s your answer!
YOU DON’T NEED THEM! The WD40
and key are what you refer to as a
“Red Herring”.
Neverhood
H We have bought the game
the Neverhood and there
is a part we can’t get past.
We are in a room with cheese and
chips on the wall. There is a pro-
jector with a picture on it and we
don’t know what it is? Also, there
is a red computer screen which has
all these symbols in it and a small
button underneath. Please help!
Kristy and Matthew Green
Rucusta, W.R.
Well Kristy and Matthew, all I
can say is that clear ques-
tions lead to clear answers. I have to
admit that I’m really not following your
question. Here’s my best guess then.
There are squares that when placed
into one of the many video players
throughout the land will tell the story
of The Neverhood and help you on
your quest. Klaymen will automatical-
ly put all of the disks in his posses-
sion into the player when you click on
it. To view them when you get to a
video player, just click on the button
in the center of the screen, and then
*
with the
The Neverhood
click on the disk you wish to view.
Otherwise, you may be referring to
the H room. That’s the building with
the H above the door and the ceiling
fan. There’s a brown box with a
bunch of square pieces in it! You
need to arrange the pieces into the
shape of an H. The three brown
pieces should be on the right. When
you arrange them correctly a door to
the right of you will open.
Chronicles of the Sword
H l’m currently playing
Chronicles of the Sword
by Psygnosis and have re-started so
many times that I can’t remember
how many! I’ve found Merlin, got
the Indictment to give to Morgana,
given the porter his drink to get
me into her rooms, but that's it!
I’ve opened the iron gate and have
the skull with the Ruby eyes and
the gold goblet and knife, spoken
to all and sundry. Please help, I'm
about ready to trade this one in...
Pat Gee
Leoncatha, Vic.
Don’t go selling it off yet
Pat, try this. Go back to the
castle and go right - there is a
tankard under table. Go to smith’s
and pll it with ale from one of the
barrels. Give the rubies to smith and
then you will be able to get a helmet
from the table (if there is no helmet
on the table do it later when you will
need it).
Return to guard and give him
tankard. Enter door. Talk to King
Arthur. Give him scroll. Return to
Merlin, talk with him, go to King
Arthur and talk with him too. Now go
back to the place where you gave a
scroll to King Arthur (pick up a hel-
met by the way as mentioned above).
Pick up scroll. Use helmet on door.
Enter door. Talk with Morgana. Give
her a scroll.
After cutscenes and talking to Merlin
return to M organa’s room and get a
vial of dragon’s blood from table.
Now go and talk with Wilf, Lancelot
and King Arthur (one of this talks
triggers events so you can leave
Camelot after it). Return to the guard
which you gave a tankard of ale and
talk with him - he will return tankard.
Go to the place where the guard of
the Camelot gates was, exit. Go up.
Go left. Use helmet on water. Back to
the right. Go up. Use dragon’s blood
on door. Enter door. Right. Go to
water. Use tankard on water. After
combat (SET DIFFICULTY TO EASY)
return to Merlin and give him
tankard.
Go back to Guinevere’s well but go
left instead of right. Here take a
horn. Go back to crossroads and go
right to dragon’s cave. Pick up a rock
on the walkway. Use horn on cave
entrance. Enter cave. Take an egg
(this isn’t the correct one). Go right.
Take a branch (not egg) from the
nest. Use helmet on the path above
lava (near middle of the screen) - you
pll it with sand. Use helmet on egg
and then take eggshell from poor.
Return to Merlin and give him
eggshell. Go to faerie ring outside of
the castle, pick up a red toadstool
and use it on ring - you now can talk
to faerie leader.
Toonstruck
I I am playing Toonstruck
MMM and am up to the part
where you are captured in the dun-
geon on CD2. I have found a door
with a CLOWN face and just can't
get in because the puzzle is so
hard and very frustrating. Can you
please help, I really want to finish
this game!
Bill Tran
Yacoona, NSW
1 Well Bill, you should be in a
1 ^ 1 cell with no items. Talk to
snout. He , ll turn around, letting you
look at the mat. Take the crystal.
Take the mat. Use the mat on drew to
make a dust cloud and remove the
guard. Take the key from the wall
behind you and use it on the key-
hole. Move far right and use the exit
(the bird gives you clues to a book-
shelf puzzle upstairs). Click on the
Clown. You're going to have to use
your noggin though, this puzzle is
different every time so you’ll have to
do it yourself. Copy the clowns fea-
tures in order (it’s really just like sim-
ple simon). It’s even easier if you
write them down as you go along.
Once in, have a chat with the clown.
Can’t do more here yet. Go up the
stairs. Go right - the chequered floor.
Here is the book puzzle the minah
bird downstairs gave the clues for.
Click on the book case. The correct
order is: Bi,Ri,R3,B2,B3,R4,R2,Bq.
Go through the passage that opens.
Use the music box on yourself to
make the guard sleep. Use the moni-
tor. Look at all the channels by using
the dial. Before leaving put it onto
the channel showing the room
upstairs with the knight and che-
quered floor. Now use the magnet on
the bolted plate on the ceiling. The
screen you get lets you move the
knight around. Move him onto the
raised tiles. The 4th tile you get to
raises the gate.
You’re not ready to go up from the
knight hallway yet so go back to the
main stairway. To the left of the 2nd
stairway is a guards rec. room.
Upstairs are more guards. Whilst on
the 2nd floor landing, click on the
left gargoyle to get another crystal.
There is another on the right, but you
cant get it yet. Go back to the dun-
geon. Head north from the cell you
were locked in to get to the climatron
room. Press the button on the air cir-
culator to open it. Go in. Use the fly
costume on yourself to climb up.
Kings Quest 6
H I have been playing Kings
Quest 6 and am having
some trouble with it. I have the
magic Map and can travel to the
islands. On the Isle of Wonder, I
can’t get the bookworm to give me
a rare book.
On the isle of the Sacred
Mountain, I am up to the trap in
the Catacombs where the roof falls
in but cannot pass it. I also cannot
get past the bubbling pool on the
Isle of Beast. Please help me!
Michael Montague
East Freemantle, W.fl.
^ ] A Montague - be restless
^ | not for ye answers are sure
and straight. Just let not the poison
of your despair thy lips partake.
After the gnomes leave, you should
notice a partial sentence floating at
the edge of the shore, retrieve it. You
then goes to the realm of bookworm
and the spelling bees. When you try
to get a book, you’re met by
Bookworm, who refuses to give you a
book until you can offer something
“interesting” in exchange.
Walks to the amazing garden (beyond
the swamp,) and take an iceberg let-
tuce, and journey on until you’re at
the entrance to Chessboard Land.
Two feuding queens ask for advice on
the matter of which queen shall have
the “privilege” of presenting Cassima
with a lump of coal at her wedding,
and which will be left with the
spoiled egg. As the red queen leaves,
she drops a scarf, get it.
Return to the shore, and use the
map to go to the Isle of the Beast.
There’s a creature that is half opos-
sum and half dragon. Talks to the
creature, and then offers the partial
sentence to it.
The creature decides to travel with
you, journey on until you encounter a
boiling pond. Tosses the iceberg let-
tuce into it. Take the old lamp on the
other side. Go until you see a man
working on a garden, and a stone
archer which follows his movements.
Although the man invites you to
come into the garden, note the gold
glint in his eyes, don’t trust him. Take
the brick.
Return to the Isle of Wonder (use
map) with the creature from the Isle
of the Beast (who turns out to be a
Dangling Participle) to the
Bookworm, who will give you a rare
book in exchange.
Bubbling pool problem, see lettuce.
In the Catacombs, you need the fol-
lowing objects... The Red Scarf from
Chessboard Land on the Isle of
Wonder, the Hole-in-the-Wall from
the Garden on the Isle of Wonder, the
Brick from the Stone Archer scene on
the Isle of the Beast, and the
Tinderbox from the pawn shop on the
Isle of the Crown.
To stop the ceiling, throw the Brick
found in the garden scene on the
Isle of the Beast into the gears of the
machine, it will stop.
Riddle of Master Lu
Oh great, great Oracle,
please help me! In the
Riddle of Master Lu, I have to wet
down a particular rock on Easter
Island, but I don’t know how!
Please Help.
Joel
Sydney, NSW
[ ^ | 7 /s easy Joel, just do this! At
1 ^ 1 the Quarry find the rocks in
the center of the stick/shell map. The
symbols (starfish, seahore, shark
tooth, scallop) can be found on vari-
ous stone heads in the quarry. Use
the map and these four heads as a
guide to locate the rocks - a large red
boulder and a small grey rock in front
of it. Try moving the small rock.
Return to the beach. Use the pull
cord to plug one end of the whale
bone. Fill the whale bone with water
from the ocean. Use the water on the
clay in front of the small grey rock.
Move the rock. Take the rongorongo
tablet from the fissure in the large
red boulder.
Here’s a little more help while I’m at
it. Rig a trap for the bad guys inside
the shed. Enter the shed through the
window. Take the spark plug. Use the
spark plug to loosen the gas tank
plug. Use the pull cord on the wire.
Use the pull cord on the gas tank
plug. Take the gas tank cap. Light the
lighter. Put the lit lighter on the floor
near where the gas will run out. Pull
the power cable to create a distur-
bance. Get out the window fast!
Enjoy your little romantic interlude
with Samantha before heading back
to Peru.
Ultima 7
H l’m stuck in Ultima 7.
How do you solve the puz-
zle inside the cube generator that
involves walkways and bridges?
I’m trying to follow Elizbeth and
Abraham to Buccaneer’s Den.
Jeffrey Engert
Wangi Wanci, NSW
. Sorry Jeffrey, there’s no defi-
^ nite solution for you. You’ll
have to nut it out yourself. The puz-
zle basically involves walking on cer-
tain spots of the walkway that trigger
the bridges to other parts. Trouble is,
some spots remove other bridges as
well. The easiest way is to just save
the game a lot.
It’s hard, but not impossible. Look
out for the fire fields and fireballs.
Another hint: you’ll cover almost
wo % of the walkways before you’re
able to get to the center. After the
Cube crumbles, take the little cube
and head to Buccaneer’s Den.
Ravenloft
Please hear my call of
help! I’m having trouble
in Ravenloft! Where do I find the
Ghoul Lord and where do I find
the cemetery? Also, In the church,
where do I find the pieces of the
page to free the mirror?
Arran Cook
Ok Arran, from the caves
west of Barovia, Go the
wooded area. At the entrance to the
caves, talk to the NPC cleric and have
her join the party. Drop one of your
other NPCs. Enter the caves.
Use the Entry Seal by the first portal.
An NPC fighter will not let you pass
unless he joins your party. Drop the
other NPC (not the cleric). Find the
four jade keys to make your way to
the Church Vestibule Key. Pick it up.
You will not be able to pass though
the last barrier unless you have the
NPC cleric with you. Find the portal
and go through it. Both NPC party
members will take off. The wizard in
the building in the woods west of
Barovia is quite a strong magic user,
so he may be a good choice as a
party member. Return to Barovia and
pick up NPCs to make a party of four
again. Take the easternmost exit on
the northern wall of Barovia and
enter the church grounds.
OLD CHURCH MAIN FLOOR
Enter the church. Use the Vestibule
Key on the circular lock by the fust
door. Kill the hell hounds. Pick up
w.A.
*
B ORACLE
the Instruction to the Catalogue,
Special Scroll of Cure Disease and
Tome of Cursed Items. Read the
Instruction to the Catalogue. You
need the following items to return
home:
•The Catalogue from the Old
Church
•The red gem from the ghost* s
house
•The crown from the dead elven
warrior
•The feather from the Wereraven
•The Tarot card from Castle
Ravenloft, and
•The Holy Symbol of Helm
Collecting these items are the mini-
mum you have to do to complete the
game. Try talking to the mirror. Go
downstairs.
OLD CHURCH LOWER LEVEL s
Find the Gold Church Key which will
open some doors on this level. Find
the four fragments and insert them
into the Tome of Cursed Items. Find
the Special Scrolls of Remove Curse
and Atonement, and the Trimia
Catalogue. Return to the main floor.
Read the Tome by the mirror and to
free the soul of the old cleric. Talk to
the cleric. Ask him for the key to the
cemetery.
CEMETERY
Leave and return to Barovia. Go to
the house with the ghost. He will
possess one of your characters, but
it will not hinder you in any way
unless you stray from the task which
the ghost assigned you. Pick up the
Bone Vault key then leave. Return to
the church grounds and open the
cemetery doors in the northeast cor-
ner with the key from the old cleric.
Enter the cemetery.
Go to the tomb of the Ghoul Lord. Kill
him. Get the Rod of Rebirth off the
ground. When you exit the tomb, the
ghost will leave you and give you a
key which will open the door in the
ghost’s house. Wait to collect the
gem until you next visit the village.
Get the two pouches of Golden Dust.
Go to the mausoleum in the south
eastern corner. Use a pouch of gold-
en dust by one of the statues stand-
ing outside the door of the mau-
soleum. Talk to her and ask her to
bless you. She will not do so yet, so
go to the other statue on the other
side of the door and use the other
pouch of dust. Talk to the second
spirit and ask her to bless you. Talk
again to the first spirit and ask her to
bless you. The banshee inside the
mausoleum will now be gone. Enter
the Elven Warrior’s Crypt.
Normality
radio). Get the Car /Automobile
Battery by the stairs.
Go up the stairs and get the Slumber
Manual on the floor (and read it).
Use the Current Receiver on the bare
electrical wires by the bed. Use the
Current Sender on the Battery. Use
the Battery/Current Sender combina-
tion on the Current Receiver. Go to
the Toilet (in the game I hasten to
add!). Stand on the Toilet and use
the Air Vent From the Air Vent go for-
ward and take the first left. Follow
the tunnel round until you fmd a belt.
Get the belt from the Air Vent and go
forward. Take the first right, follow
the tunnel round until you come to a
second Air Vent. Look down and Use
the Alarm Case to get the Debris
Leave the ventilation system from
where you came in and go to
Changing Room 1 . Talk to the Tester.
In the same room look for some lock-
ers with “Tubby” written on them
and open the fourth locker along
( 2 nd down). Get the books in the
locker and Examine them. Go back to
the empty bed and put the Debris on
it. Go to the Grinders (past the mock
living area), read the Manual on the
floor by the
Extinguisher. Use the
Belt with the
Extinguisher. Use the
Extinguisher. Get the
Extinguisher. Use the
Control Box. Use the
Middle Grinder. Talk
Heather and get your
mission orders. Use the
Extinguisher on one of
the paint drums around
the back of the factory.
Use the Map to got to
the Mint Mall.
You don’t need to use
the blow torch yet.
Eventually, you just use
the matches on it.
B I am stuck in the “furni-
ture factory” in Normality
what do I do? Also how do you get
onto the shop floor past the guard.
I also can't light the blow torch to
open the container door outside
the factory.
Leich Scopes
Castlemaine, Vic.
^ Rightio Leigh, Here’s the
1 ^ 1 entire factory solution.
Examine foot prints by the middle
dumpster on the right hand side of
the building. Get the Rusty Cog on
the floor by the Red Container. Get
the Oxy-Acetylene Torch by the fur-
nace. Enter the building by the front
door Use the ‘I am fat* T-Shirt on
Kent. Talk to the receptionist [point
out the T-Shirt]. Go through to the
Hospitality Niche. Use the Coffee
Machine/Contemporary Sculpture
Get the coffee. Talk to Tiddler.
Get the radio (you will only need the
Current Receiver). Get the Current
Sender (plugged into the wall by the
The Pic
H I have been
playing The
Dig now for about 6
months! What do I have to do to
get Maggie to come to me? I can
get into the tomb and the pyramid
but don’t know what else to do!
James Dobbin
Broken Hill, NSW
^ Get Maggie to come to me!
__■*_] Very descriptive James,
where, in what circumstances? Blow
it. I’ll put as much effort into the
answer as you did with the question!
If you’re referring to Maggie in the
library, leave here there - look at the
consoles and leave.
If you’re referring to rescuing her,
here’s how you do it.
Head for the map spire and go to the
nest. Assess the situation. You need
Brink. So head back to the tomb
spire. Go to the cave interior and use
the flashlight on the bat creatures.
Head out to the platform and steal
Brink’s crystal stash.
Brink now cooperates with Boston.
Return to the nest and Brink will
accompany you. Talk to Brink about
the monster and he suggests a plan.
Go up to the falls source. Push the
rock. Return to the nest and Boston
explains what he has done. Talk to
Brink about the grate. This invokes
the sequence that rescues Maggie.
After this. Brink demands his life
crystals back, takes all of them and
runs off.
Lead Maggie back across the light
bridges to the museum spire and
fetch more life crystals from behind
the weakened, now broken, door.
Then go across the light bridges to
the tomb spire.
Mania c Mansion
I know you will scream
over this game because
it’s a LucasArts game (Maniac
Mansion), but I just want to know
what to feed the man eating plant?
Shane Odmark
Albion Park, NSW
Shane, good on ya for play-
ing one of the true classics.
Fear not, Maniac Mansion isn’t on
the Oracle “Slander asker” list.
Here’s your answer.
To get Edna out of her room, wait
outside her room (Bernard), and
switch to Dave. Use the newly
repaired phone in the library and dial
the above number. As soon as it
rings, switch to Bernard and enter
the room. Head over to the night-
stand and get the small key, then go
up the ladder. Turn on the light and
examine room, open the painting and
you will discover the safe.
Switch to Dave and phone Edna again,
quickly get Bernard out of the room.
Close Edna’s door on the way out, go
into the Radio room and wait. Then go
to the plant room and use jar of water
with man eating plant, then use can of
Pepsi with plant. As it is full, it is now
safe, go over and climb through the
hatch which leads to the telescope.
To get the Pepsi, way back at the
beginning of the game, Get Bernard to
open the door next to the Grandfather
clock. You are now in the kitchen.
Should you come across Edna here,
you will end up in the dungeon. If this
happens, get another person like
Dave caught, and Dave can the push
the loose brick under the barred win-
dow while Bernard escapes. Assuming
all is well, have Bernard get the flash-
light on the counter, then go east,
open refrigerator, pick up Pepsi.
CODE
O O ‘
A SPECIAL CARING PAGE FOR CLUELESS NEWBIES
SWGHOST = Toggle clipping mode
SWMAP = Toggle automap
CONFIG = Displays “help config” (?)
QUIT = Quits game
CLEAR = Appears to do nothing (?)
SWTRIX = Turn on Bunny Rockets w/
Rocket launcher (#5)
SWNAME = Appears to do nothing (?)
DUMPSOUNDS = Says “dumped sounds
to dbg.foo” and creates that file
SOUND * Says “help sound”
SWWAVE = Appears to do nothing (?)
WINPACHINKO = Lets u win the pachinko
Blade Warrior
Just type self healing then the vitality will be
filled to the end of the bar.
Killing Time
SCOOBYSNACK = 200% Energy
IDKFA = Instant death
OPENSEZME = Open door
BODYBAGS = Kill enemies
IAMAPOOPHEAD - God
WHOOPDANG = All weapons and ammo
Unknown functions, have fun!
BURGER
EDGE
STRYDER
CRYPTO
MAD DOG
CHOW YUN FAT
JOHN WOO
GARYLAKE
Moto Racer
When the system asks for a name, type in one
of the following. The game will beep and ask for
your name again, now you can type in your real
name with the feature enabled.
CDNALSI = All tracks enabled
CTEKCOP = Pocket bikes
CESREVER = Reverse all the courses
Q uake Mission Pack 2
Level skip: RxMy
x = the episode number
/ = the level number,
ie. The last level is R2M8
Need for Speed 2
In ANY screen type these codes:
Hollywood = Bonus Track
pioneer = gives all secret cars a very powerful
engine
bus = the yellow school bus
semi = the big truck with no trailor
armytruck = the army truck
vwbug = the VW Beatle
vo I vo = the Volvo station wagon
bmw = the bmw
me r cedes = the mercedes
miata = the Madza Miata
jeepyj = the Jeep YJ
quattro = the Audi Quattro
vanagon = the VW Combi
landcruiser = the Toyota Landcruiser
Shadow Warrior shareware
Press T* and then enter the code.
SWCHAN = Toggle god mode
SW GIMME = Gives you all items
SW GREED = Enable every cheat
SWTREKxy =Warp to level (x=episode [o=first],
y=level [1 = first])
SWLOC = Display framerate in upperleft corner
SWRES = Change resolution
SWSTART = Restart level
| game and get an item
Project Paradise
Press T for Pause then
type in following codes
MAGIC = All Spells
METAL = All Weapons
EVIL = All PowerUps available
Level Codes
HELLGATE
DREAM EVIL
DEMON
BLACK SUN
BOGART
FIRESPELL
PANDEMONIUM
CYBERSPACE
Quiver ___
The following cheats work in the shareware
version
WUSS = God mode. Enemies guys can’t hurt
you
NUKE = Kills all enemies
MMAP = On automap (TAB) will display entire
map
The following cheats work in the Registered ver-
sion:
WUSS = God mode enemies can't hurt you
NUKE = Kills all enemies
MMAP =« On automap (TAB) will display entire
map
PANSY = All weapons, all ammo
BUTTHEAD = All keys, all objectives
STUN = Temporarily stuns enemies
WARP = jumps to a specific level.
General Tip
On episode 1 Level 1 find the secret room in the
area where you first start. Watch for a ceiling
light. Space bar will open the secret area. Here
you will find many weapons, making the rest of
Level 1 a breeze.
Street Racer
Go to the GAME OPTIONS and for the option
u Cup Password use the following codes.
TRAFIK = SILVER CUP
NEJATI = GOLD CUP
DOUGAL = PLATIUM CUP
TURGAY= ADVANCE OPTIONS/SECRET
I LEVEL and CHARACTERS
G- Nohe
At the Mission computer (where you can select
Game, Options, etc) press ctrl+Fi .
From there, enter one or more of the following
codes. All the codes are case sensitive with cor-
rect codes confirmed by a beep.
Redtop Trod = Select all single player mis-
sions from the mission Menu.
Mystery cheats! We haven’t tested these, so go
wild! Who knows what could happen...
Half Libel = ???
Had A Nude On = ???
Brass Clue = ???
Mother Mourn Us = ???
Chaste Coed = View the end video
sequences.
Rotted Drop = ???
Horny Elk Leer = ???
O f Sarge = ???
Swiss Throat = ???
A Mere Fart = ???
A Scramble On = ???
CTRL -hi = Activates Invinciblity
CTRL+Z = Refills ammo
CTRL+F = Destroy current target
iMPERIUH GALACTICA
While in the game hold down SHIFT . and type
KAROLY to activate the cheat codes. Then just
hit the correct key to activate a cheat,
c = all colonies, and inventions
c = second time gives you cheats on planets
v = +100,000 credits
5 = Rank 1 (LT)
6 = Rank 2 (CPT)
7 = Rank 3 (CMDR)
8 = Rank 4 (ADM)
9 = Rank 5 (Gr ADM)
There are some side effects to using cheat codes.
For instance, When the cheat codes are activated
in IG there are some minor graphical glitches in
the lower left hand comer of the game. These
appear to be 4 flashing “o”s stacked on top of
each other. Also the story line gets out of whack
if you skip levels. If you increase your rank to 5,
you will see the map to the whole galaxy. If you
move your fleet to an area you are not supposed
to be in yet, and reduce your rank back to 1, you
will lose your fleet.
If you are having a problem with the game due
to the use of cheat codes, you will have to load a
saved game from before you cheated or start a
new game.
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Are you experienced?
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All of the Power, none of the responsibility
by Dan Cohen
■ ave you
finished
. Command
& Conquer: Red Alert as both
the Allied and Soviet armies?
Are you stuck on a mission and
you refuse to play anymore? Or
are you a traditionalist and wish
that you could use the units from
Command & Conquer II?
With the following ingredients
you can expand Command &
Conquer: Red Alert beyond your
wildest imagination: a PC (a
Pentium is ideal), a Command &
Conquer: Red Alert CD-ROM, A
modem (28.8k bps or better rec-
ommended), and a connection to
an Internet Service Provider. With
these tools you can access a vast
array of patches, editors, extra mis-
sions and online battles that are
flaring up 24 hours a day. This will
(once again) ensure that your
Command & Conquer: Red Alert
CD will not venture too far away
from your CD-ROM drive.
Welcome to the Next Level
There are countless new levels
available on the internet, and there
are more appearing daily as this
craze turns into a cult. There are
countless individual levels to
download which are very small
(around 10k) and take just seconds
to download, or you can download
a compilation of 20 or more indi-
vidual levels (about 150k - 1 to 2
minutes to download). Some Red
Alert fanatics have created entire
scenarios, involving several mis-
sion levels, an overall plot, a brief-
ing for each
mission and
cut scenes from the Command &
Conquer: Red Alert CD. These peo-
ple have spent more time on this
game than just playing!
The files you download are usually
compressed using the ‘zip’ format.
To decompress the files you will
need one of two popular windows
utilities - WinZip or Stuffit
Expander for Windows 95. The
installation procedure can vary for
each of the various add-ons you
download and can be fairly tricky, so
be sure to read the text file enclosed
with each of the archives carefully.
Important Note - It is unlikely
that all of these files have been
checked for viruses before they are
placed online. Please be sure to reg-
ularly scan your computer for virus-
es, particularly if you are download-
ing files from the internet.
Patched up and ready to go!
There are numerous patches
available for Command &
Conquer: Red Alert. One such
patch file is called “ultRA"
(Ultimate Red Alert -
http: / /ultra. gamestats.com/),
which was created because the
author wasn't satisfied with the
final job from the authors of Red
Alert, Westwood Studios. ‘ultRA’
works in single player and skir-
mish modes, but it is essentially
created for using in multi-player
mode. ‘ultRA’ is the most
impressive patch that I found; it
decompresses straight into your
Red Alert directory using a
WinZip self extractor, and con-
tains a batch file that when run,
loads the ultRA files before
launch-
ing Red Alert,
and will remove
them once you are fin-
ished playing. ‘ultRA’ is 2.9
megabytes and should take
approximately 20 minutes on a
33.6k modem. Other patches can
allow things such as hospitals,
armed harvesters, enhanced unit
speed and increased hit points
for any item within the game.
Once again, when you download
these add-ons read the text file
that comes with it for a brief
explanation and instructions on
how to active the changes. The
text file will also let you know
whether the file is intended for
DOS or Windows use, but the
majority of files will work on
either, or there are alternate ver-
sions for either platform. Not all
of the patches work, some of
them froze my computer or
crashed Red Alert. Although this
was annoying I did not suffer
any long term consequences
from these crashes.
*> Red Alchemist Pio (StaitUp)
D.I.Y. Maps/Levels/Scenarios
Now that you have witnessed the
efforts of many of the other Red
Alert ‘hacks’, why not give it a try
yourself. To start with you need a
map - you can use an existing map,
or you can use EdWin which comes
with the Red Alert installation. With
EdWin you can edit any existing map
(it must be in the Red Alert directory)
or you can start your own from
scratch using the massive library of
ground textures provided. There are
other editors available that do more
than just edit maps; Red Alchemist
(http://users.aol.eom/commandhq/r
a/main.html) - This program gives
you a very simple point and click
overview of nearly every variable in
the game, allowing you to change
such things as hit points for units
and buildings, the speed at which
units recharge/rearm, adding
weapons to existing units and much
more. This is a must-get for anyone
interested in getting involved with
editing rules. It's is smaller than the
other files (736k), and a lot easier to
operate.
jprnicr-r
J .» i) J 1 II / i
Into Ciinlcl
It _
Got Red Alert? On the Net? Go here!
File Edit Special Functions Settings Help
Select the group you
wish to edit:
Select Unit:
Unit Being Edited:
Ore Truck
Default Unit
Default All
Reload Values
Reload Patch
Save Changes
Save Patch As
Ammo:
Armor:
heavy
Cost:
1400
r Invisible f" Explodes
Owner: |7 Allies [7 Soviet
P Double Owned
Primary Weapon: Secondary Weapon:
T esIaZap
Turning Speed:
Passengers:
T ech Level:
|7 T racked
P Crushable
P Sensors
Speed:
Sight:
Strength:
E
j600
P No Moving Fire
[7 Self Healing
Pushing the value envelope. $89.95 never bought so much
RedEdit
( http://www.geocities.com/TimesSqu
are/5524/redalert.html) - This pro-
gram is Shareware and is around 1
megabyte compressed. With this
program you can change just about
anything, but the mixture of win-
dows and DOS makes it rather
clumsy to use.
RJLC.K. - Red Alert Construction
Kit
(http://www.geocitUs.com/TimesSqu
are/ Arcade/ 5553/rack.html) - This
editor seems to be fairly powerful,
but the lack of documentation
makes it difficult to use. It down-
loads each of the individual graph-
ic icons to your hard disk and yet
edits the maps in a very close grid,
placing buildings, units or terrain.
R.A.C.K. will also allow you to cre-
ate and edit rules.ini files.
In some cases people have
extracted the cut scenes from the
Red Alert CD-ROM and used them
to enhance their multi-level add-on
into a scenario. This can be done
Downloads A
Editors
by using a very small DOS-based
utility called ‘ Amnia’ , which
accesses the movie files from the
CD , and if you wish you can save
it to your hard disk.
M.P.O.G. - Multi-Player Online
Gaming
Red Alert can be played live
online with up to 3 other players
from around the world. Before we
launch into a multi-player game we
have to connect to a server to find
a willing opponent (or opponents),
and that requires some extra soft-
ware. One such method is to use
Westwood Chat, which is installed
after the main installation. If (like
me) you chose not to install
Westwood Chat during the installa-
tion, you can download Westwood
Chat from http://www.westwood.com.
To use Westwood Chat, choose
‘Internet Game’ from the main
menu within Command &
Conquer: Red Alert.
The other software options for
powijj M ° re Wits than a Ha|1 °* farr » cr!
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^^COMpUifcR
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All die power none of the responsibility.
W
Who would you choo&r?
lUMHOH r
Type 14 Red + Alert** in your search engine and use your 20 hours a month
checking out 1% of them
country they will represent in the
upcoming battle. One user
chooses to start a game, the
other(s) select the game and then
click ‘Join’. Once all of the com-
batants are present, the game
owner clicks ‘Start’ and then?
Well, it’s on for young and old!!
Remember, the enemy now
thinks, behaves and acts just like
you - or do they?
Red Alert Web Sites
Here are some web sites that are
full of information, updates and
patch files.
Westwood Studios -
(http://www.westwood.com) The
creators of the C&C series. This
page has the latest updates, news
and events.
£dn Speaal Function! Sdtingt Help
Select the group you
with to edit:
■jgrjjajj HE . :
nwiagWi
Q j
Unit Being Edited:
Rangei
Default Unit
Default £1
Reload Values
Reload /*atch
Save Changes |
Save Patch A*
~Tj| Coet 1 600 |
r Invisible T Esplodet
Owner p Allies T Soviet
r Double Owned
Pnaiaiy Weapon Secondaty Weapon:
jj
A tool for tools to tool around with
MPOG are Kahn ( http://www.star -
gatenetworks.com ) and Kali
(http://www.kali.net). These pro-
grams fool Red Alert into think-
ing you are on an ordinary IPX
network, and using either pro-
gram you connect to any one of a
number of servers and strike up
a challenge. Essentially both pro-
grams do the same thing, but
both have limited functionality in
their shareware form (read the
enclosed documentation for the
exact details of the respective
shareware licences). Once you
are connected to a games server,
it’s simply a matter of baiting
other eager users from around
the world to a challenge. When
you have beaten your war drums
loud enough you make your way
into Red Alert and select
‘Multiplayer Game’ and then
‘Network’ (Note - do not use
‘Internet Game’ if you are using
Kahn or Kali). When you enter
network mode you will be placed
in The Lobby’, where players
meet and select what colour and
The Red Alert Outpost -
(http://www.mother.com/~erichull) A
very informative page including
some great add ons and references
The Tesla Coll -
(http://www.geocities.com/SiliconVal
ley /Pines 15268/) Another fanatic
Red Alter home page. You will find
the latest patches and information
about Red Alert events.
The Chronosphere -
http://www.igl.net/ra/
Blitz's Red Alert Page -
(http://www.users.globalnet.co.uk/~al
pat/red.htm) The home site for
‘Blitz Rules’. Contains the very
useful ‘Red Alert Construction
Guide’ for creating missions.
The Ultimate Red Alert Site-
(http://www.gamestats.com/ultra.ht
m) The home for Ultimate Red
Alert. Latest patches, information
and contests.
Kahn MPOG Software -
(http://www.stargatenetworks.comD
Download the latest Kahn.
Kali MPOG Software -
(http://www.kali.net) Home site for
Kali internet gaming software.
LETTERS
write to PC PowerPlay
LETTERS
PO BOX 634
STRAWBERRY HILLS, NSW 2012
letters@pcpowerplay.next.com.au
[HEW THING .H
Letter of the month!
Win a subscription!
Each month we'll choose a letter that we
think is THE BEST that month. Not the fun-
niest (although we reserve the right to hand
out a freebie if a letter makes us laugh
HARD), but the most intelligent, the most
incisive, the most informed.
The winner gets a
- Existing subscribers get 6 months
added to their term. How good is that!
Lmttmr of thm Month
Ignorance is not always
bliss
Before I say anything else I have a
few things I must get off my chest.
Firstly, in response to P. Gorter’s
statement that Quake’s “graphics
are really, really shit!”. Might I
suggest you try playing it at
something other than 320x200,
like 640x480+. Then if you still
think they’re shit, invest (Yes! It is
an investment) in a 3Dfx based
card and play GL Quake (or even a
Rendition Verite based card,
although GL Quake eats Rendition
enhanced Quake for breakfast!).
Otherwise, speak ye not of which
ye obviously don’t understand.
Secondly, in regard to A Wade’s
comments on Windows 95. There
is nothing (really) wrong with
Windows 95. Now before everyone
starts screaming, I used to be a
DOS fanatic and absolutely hated
Windows 3.x (and lower) with a
passion and so was obviously
very sceptical about Windows 95.
I have been using PCs since DOS
1.0 (before Windows even existed,
when 640k was all anyone will
ever need! Hahahahaha! Good one
Bill!) and I must say that Windows
95 is probably the best thing to
happen to gaming on PCs. It is
technically superior (In most
aspects) and allows developers to
create games that would just be
too time consuming to develop
under DOS. For example, how
many 3D enhanced titles do you
see running under DOS as com-
pared to Windows 95? Not many!
It is simply to much effort to sup-
port the various hardware acceler-
ators there are out there, whereas
under Windows 95 it is just a mat-
ter of writing to Direct3D or the
appropriate device driver.
Now, I still use DOS on my
machine for older games and new
ones that aren’t Windows 95
native. And no it is not reboot to
DOS mode or press F4 to boot to
old OS. It is DOS 7.x that lurks
underneath Windows 95, which it
is quite easy to setup a multiple
boot config.sys to boot to either
Windows 95 or DOS 7.x. (E-Mail
me if you want to know how, or I
could be persuaded to submit an
article to Random Access if there
is enough interest).
Finally, maybe if more people
actually bothered to learn how to
use their computer’s OS properly
they would not have so many
problems?
Well, now that I’ve gotten that of
my chest. Congratulations on a
great magazine. It’s good to final-
ly see a quality Aussie mag. Keep
up the good work guys and gals
and I’ll keep buying the mag.
Until next we have statements
born of ignorance!
Ashley Guild
Brisbane, QLD
XTC@m140.aone.net.au
Rendition Verite
Congratulations, PC PowerPlay
on making a great PC gaming
mag, and on the new format, it
really does make it better looking,
etc. The contents in it are great, I
especially like your new 3D section,
but I have a few gripes with the
way you handle the 3D Cards.
Mostly the Voodoo Graphics 3Dfx
and the Rendition Verite.
To me it looks as though for
some strange reason you are a tad
biased, and you prefer the 3Dfx. I
say this because you keep saying
how Tomb Raider and Quake are
enhanced with the 3Dfx chipset,
and I haven’t heard you once say
that they are also enhanced with
the Verite. The current Quake or
Vquake (Verite Quake) as it’s
called for the Verite, is quite good
and a lot better than the normal
version but isn’t as good as the
GL version of Quake, simply
because the GL drivers for the
Verite chipset are not yet finished.
They are being done as I write
this, and will probably be done by
the time this letter is printed
(hopefully it will be printed).
Tomb Raider for the Verite is sim-
ply stunning and I think it looks
just the same as on the 3Dfx.
Secondly, the other reason I
think that you are wrong was
because of your
Formula 1 review, you kept say-
ing about how it’s enhanced for
the 3Dfx, and saying that you
NEED one for the game to work.
WRONG!!!!! It is also enhanced for
the Verite and looks great. I think
you may have been playing a beta
version of the game and only the
3Dfx part of the game was finished
or close to being finished. As the
game is clearly Rendition Ready,
straight from the box, and here are
some quotes straight from
Psygnosis: “Psygnosis is convinced
that with technology such as
Rendition’s Verite, the PC is
becoming capable of displaying the
stunning 3D graphics which are
the hallmark of arcade machines.
For blazing fast racing games like
Formula 1, this means that our
game design can be fully realised.”
Thirdly, in issue 12 of your 3D
Technews you were talking about
games enhanced by the 3Dfx, 2 of
them I know for certain are also
enhanced for the Verite. They are
Scorched Planet and Battle Arena
Toshinden (you even get Battle
Arena Toshinden with the 3D
Blaster PCI!!).
Lastly, I think there has been
quite a lot of news, and happen-
ings concerning Rendition espe-
cially if you’re connected to the
net. A lot of people have sites dedi-
cated to the Rendition Verite
chipset, and if you pop by
Rendition’s, and there is even a
Game Park where arcade video
games are supported by the
Rendition. They need high quality,
stunning graphics at good speed,
and Rendition fits the description.
Thanks,
Luke "Poona” Peterson
Mooroolbark, Victoria
Nellson@onaustralia.com.au
Regarding Formula 1 from
Psygnosis , you’re right and we’re
wrong. The info we had from
Psygnosis at the time of printing was
that the game would only support
}T>fx. The final release supports:
jDfic, Rendition , Matrox Mystique
and 3D Labs Permedia.
In respect to our alleged bias
towards the }Dfx, we see ALL the
games that are 3D accelerated run-
ning on ALL the supported systems
and the simple truth is that the }Dfx
versions look considerably better than
their Rendition equivalents. That
said , we use a Rendition Verite (a jD
Blaster) as the main video card in the
PC PowerPlay office machine, I
(Ben) in my own machine also use
the Rendition as the main card and I
love it. Both machines also have a
}Djx installed. Reason: nothing is
faster than a Rendition for non-opti-
mised }D games like F1GP2, and it’s
a nice feeling to know that your sys-
tem will support whatever a game
needs... The Rendition’s programma-
ble RISC core inspires faith for the
future of the card, as does the excellent
driver support.
The Rendition is still a major con-
tender in the 3D market, going back
to PowerPlay #8 we rated it the best
jD accelerator available. That was
before the jDfec appeared though , and
our subsequent tests in issue #10
showed the }Dfx to be the superior 3 D
solution. We don't regard the “3D
Race” as anywhere near over and will
continue to give you every bit of info
we get on this most important devel-
opment in PC gaming.
DOS lives!
I’d just like to say how much I
love your magazine. I was shocked
when I saw your first issue at the
newsagent. An Australian maga-
zine that covered PC games, and
only PC games. It was great. But I
have a point to make in this letter.
Simply put, Win ‘95 sucks. It was
the worst gaming environment I
have used in years. It's so slow and
useless. You need a processor that
hasn’t even conceived yet to run
the bloody thing, and if you don’t
want General Protection Faults
every five minutes you need to buy
a crate of RAM chips. For example,
My Grandparents recently bought
a P100 with 16 meg of RAM, and
Win 95 (the useable job back then)
and they also got a scanner.
That was fine, unless you wanted
to scan something. Getting the pic-
ture wasn’t the problem, editing it
was! If you wanted to sharpen it, or
double its size, you’d set it off, and
you can go mow the lawn, have a
shower, eat lunch and watch a
movie in full before it will have fin-
ished its task. Then I got the same
program they were using for edit-
ing and put it on my P166, 32 meg
of RAM, Win 3.11 and DOS 6.22.
And it takes a matter of seconds for
a picture ‘round 60KB to sharpen,
when on the Win 95 machine it
would take around 10 minutes. I
know what your thinking, “of
course it’s faster, he’s got a faster
computer”. Sure, but 10 times
faster! I don't think so! Why can’t
we just use DOS for 10 more years?
I also hate the way Microsoft
control the game industry by
making all the cool games Win
95 only. I can’t keep count of all
the Win 95 only games I've
missed out on. And now, by the
sound of it, I can’t get a 3D accel-
erator because I can’t use Direct
X or Direct 3D. Bill Gates proba-
bly hasn’t touched a computer in
a decade. He obviously didn’t
write Win 95. Let’s hope Win 97
is worth the wait, and is much
improved for the sake of the
industry.
Anyhow, thanks a lot and see you
in the future.
Yours sincerely,
Mark Douglas
grahark@tpgi.com.au
Forget everything you’ve heard
about Win 95 - it NEEDS 32Mb
RAM minimum. Anything less and
you’re asking for trouble. Try upgrad-
ing the P100 (RAM is stupidly cheap
right now, no excuses !) to 32Mb and
see what a difference it makes.
I think you demonstrated clearly
where you’re coming from in your last
paragraph. It’s not Microsoft that
make “ the cool games Win 95 only” -
developers can make their new games
for whatever platform they choose.
Most choose Win 95 - does that not tell
you something? As for all the games
you’ve “ missed out on”, your P166,
32Mb is a fine Win 95 platform, and if
you insist on maintaining this stand
simply because " Win ‘95 sucks” then
power be to you comrade, you keep the
faith while the rest of us get on with
enjoying amazing new games that
don’t need any configuration grief.
You “ can’t get a 3D accelerator
because I can’t use Direct X or Direct
3D”, well, get Win 95 and you’ll no
longer have this problem, simple really.
Oh, and “ Bill Gates probably has-
n’t touched a computer in a
decade”... Yeah, good one!
9 ,
to the Thrustmaster layout and
think it is the best compromise. Of
course, if they were able to go one
better they could add gear change
paddles as an option and cover all
the bases couldn’t they?
Garry Hutcheson
hutch@mailhost.ultra.net.au
Full thrust
I have read your recent review of
controllers and want to give you MY
opinion of the Thrustmaster steering
wheels. I actually have the Ti and
have not used any other. Not that I
think it is the greatest wheel, it is
more that I can not afford any other.
Anyway your magazine has com-
mented a couple of times that the
ergonomics are all wrong and they
are NOT. True the T2 does have a
gear stick... well so do all forms of
motor sport except Formula 1. Indy
Cars, Touring cars and any manual
road car you can name have gear
sticks. As for Rally cars well they con-
tinue to go sideways one handed and
it doesn’t seem to affect them! I
should say you are all girls for not
being able to do the same but I won’t
because that would be rude.
AS for the pedals being close
together, while I do agree with you
I believe all competitive race cars
have their pedals close together
and besides most top drivers these
days left foot break so the close
pedals are not a problem.
As you can see I am quite partial
Need for Win 95 speed
Nice mag. Anyway I share Adam
Wade’s views in the May issue. I
share his concern about the lack of
DOS games and I dislike Bill Gates
as much as any frustrated
Macintosh owner. I recently pur-
chased the much anticipated NFS2.
Yeh it looked good on that back of
the box, and I knew it would run
decently on my computer; well so I
thought. It seems EA have sacrificed
the game in the name of Bill Gates.
NFS2 runs like a dog under Win 95
and I am hugely disappointed with
the end product. To run NFS2 in
high res at a smooth pace you need
more than your average computer. I
tried it on my friend’s computer
which is a P133, 32MB RAM and a
3D Blaster and it ran jerky. Win 95
robs your computer of its memory
and its maximum performance, and
I think that if EA were true to the
customers they would have built a
better game engine that ran in DOS
rather than selling out to Bill Gates.
Not only would this allow more peo-
ple to buy the game because of its'
ability to run on low spec comput-
ers, but it would increase the overall
acceptance from PC gamers as a
good game overall. It seems that EA
think they can produce any game
and it will sell. Well, I won’t buy
many more of their games. They
should have taken a page out of
Geoff Crammond’s F1GP2 on how
to make a good racing game. Sure,
it’s Fi but you can apply the basic
structure to any game,
peter Harvey
mrsnel@merlin.net.au
9_
things like “Here’s a nice Quake
screenshot. No reason for it, we
just liked it” in issue twelve, is
what I’m talking about, it makes
what you read more interesting. I
do have a small prob though.
Finally, is it sheer co-incidence
that the cover of your issue twelve
is the same graphic as the one on
the PC-Gamer mag (The MDK
pic), which came out at the same
time, or is there some shifty busi-
ness going on between you two
mag companies???
Keep up the good work anyhow :-)
BEN
ben@nectar.com.au
We were given that artwork as a
“ custom job for PowerPlay”.
" Custom ”, as it turns out, does not
apparently mean exclusive...
9
1
1
Everything’s funny
I'm writing this to encourage the
amount of humour that you
include in your mags each month.
I have noticed that over twelve
issues you have stepped up the way
you classify various aspects of the
computer world. I think that the
humour you’re including is bril-
liant, ( I tend to get more out of the
mag than the CD) although I still
use the CD occasionally. Little
Patriot games
Oh, at last! I stopped buying
games magazines about 3-4 years
ago, because my Amiga was pass-
ing its use-by date and the reviews
of things I couldn’t play were too
depressing.
Now a few years on, I’m doing a
computing degree and have finally
gone into debt to get myself anoth-
er computer. It’s a bit of a beast. :)
So I was strolling through the
newsagent looking for something to
get me back up to date, and I saw
your magazine. You can’t even hope
to comprehend how happy I was a
few minutes after picking it up - here
was a quality magazine, with up to
date reviews and a touch of style, and
it was ^AustralianJ! Things have
changed for the better it seems.
I noticed in my first issue com-
plaints in the letters section about
English mags - well, whether people
agree with me or not, you guys have
managed to recreate what for me
were the reasons I would never buy
anything but an English mag - you're
funny, and not so bloody American.
Finally, there are advertisements
for companies in this country
(without any weird - my god, I
don’t even have one on the key-
board - you know, little English
money squiggle things) and yet not
too many (I MO), no fine print
telling me I can't enter the compe-
titions, and no obscure references
to foreign current events.
Well, what can I say? Keep it up,
and I’ll be back for more.
Thanks,
John Dalton
Hobart, Tas.
[pus
Regression session with David.
in the depths of the Underworld
(forging friendships with some,
making enemies of others) was
only one of the many brilliant
things about this game. Having the
first true 3D graphics engine was
another. A third was discovering a
secret passage inside the goblins'
toilet bowl. But please don’t ask
me what on earth 1
■was doing there in
the first place.
-fi Formula One
Grand Prix wobbles
past in a dreamy
It looks hope-
lessly outdated to
my eyes now, and
plays somewhat less than realisti-
cally, but it remains a significant-
influence on my formative years.
When I was doing my HSC, I
somehow managed to find the
time to run a full-length season at
100% race distance, edging out
Ayrton Senna for the
Championship. After a while it
became a case of, if I could man-
age to keep the car on the track
then I would win easily. But
thanks to the “idiosyncrasies” of
the computer drivers, I would fre-
quently experience that terrible
moment when it dawns that that
overtaking manoeuvre was just a
tad ambitious and I would soon be
watching the rest of the race from
the side of the track.
Next I see three very familiar faces
float by in their portable toilets. Yes,
it's Bernard, Laveme and Hoagie
from Day Of The Tentacle. I know
Sam & Max and Monkey Island
have their fans (it’s surprising how
few people mention Sierra in the
context of great adventure games),
but DOTT really did it for me. It’s
W alking into the
PowerPlay office one
innocuous Tuesday
morning, I tripped over a moun-
tain of competition entries,
sprawled with little dignity across
the room and slammed my head
■'•upon a discarded Microsoft
Sidewinder joystick
unconscious, amid
useless games that
take home and
that Ben never
gaming life selectiv
^riately flashes
Which was quite handy really, cos I
was just about to write an article
on my fave games ever. Look, it’s
going all swirly!
Back to 1990, and there I am
playing Jordan Mechner’s impossi-
bly cool Prince Of Persia. In
between jousts with skeletons
Across crumbling bridges and leap-
ing death-defyingly through those
clomping steel guillotines, I took
lime out to create huge maps of
each level. I still have them, you
know, these giant desk-sized pieces
of graph paper covered in platform
diagrams and comments like
“Health potion here!”.
Forward in time and - oh! -
there’s Ultima Underworld, the
greatest RPG ever made, except for
Underworld 2. Actually being able
to have conversations with the vari-
ous tribes of monsters that lurked
difficult to isolate any one particular
scene or puzzle because everything
was so contingent upon everything
else, they all linked together perfect-
ly. That’s what made it so wonderful
and, surely, still the benchmark for
ingeniously contrived, surreal
adventure gaming.
Accelerating rapidly back to the
present, 1 spy Descent lurking
furtively in a shadowy corner.
Doom never captured my imagina-
tion in quite the way it obviously
did to other people. I mean, I
enjoyed it and all, but Descent was
the ist-person shoot 'em up that
took over my life. I can still recall
the immense thrill I felt when I
realised that, after weeks of hair-
torn frustration, I was finally able
to control the damn thing properly.
Soon after I was revelling in the
fact that it was the most frighten-
ing game I’d ever played.
The Last Express flashes into
view for a fraction of a second,
before I regain consciousness.
Standing up, I dust myself off,
straighten my shirt, and hand thi:
article to an oblivious Ben.
David Wildgoi
Memory lane here
we come.
Top - Formula One
Grand Prix, Descent
and Prince of Persia
lockwise from right-
Uima Underworld,
ast Express and Day
f the Tentacle.
-vs «rr t-x
^<+0 TH
SWJtCh
it :p
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E&T 1
[
YET TO BE CLASSIFIED BY
THE Of FICE Of FILM
1 LITERATURE
CLASSIfICATION
Qygn
Available in July
Proudly distributed fry
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